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/**
* @license
* Copyright 2010 The Emscripten Authors
* SPDX-License-Identifier: MIT
*/
//"use strict";
// See browser tests for examples (test/runner.py, search for sdl_). Run with
// test/runner browser
// Notes:
// SDL_VIDEORESIZE: This is sent when the canvas is resized. Note that the user
// cannot manually do so, so this is only sent when the
// program manually resizes it (emscripten_set_canvas_element_size
// or otherwise).
var LibrarySDL = {
$SDL__deps: [
'$PATH', '$Browser', 'SDL_GetTicks', 'SDL_LockSurface',
'$MainLoop',
// For makeCEvent().
'$intArrayFromString',
// Many SDL functions depend on malloc/free
'malloc', 'free',
],
$SDL: {
defaults: {
width: 320,
height: 200,
// If true, SDL_LockSurface will copy the contents of each surface back to
// the Emscripten HEAP so that C code can access it. If false, the surface
// contents are captured only back to JS code.
copyOnLock: true,
// If true, SDL_LockSurface will discard the contents of each surface when
// SDL_LockSurface() is called. This greatly improves performance of
// SDL_LockSurface(). If discardOnLock is true, copyOnLock is ignored.
discardOnLock: false,
// If true, emulate compatibility with desktop SDL by ignoring alpha on
// the screen frontbuffer canvas. Setting this to false will improve
// performance considerably and enables alpha-blending on the frontbuffer,
// so be sure to properly write 0xFF alpha for opaque pixels if you set
// this to false!
opaqueFrontBuffer: true
},
version: null,
surfaces: {},
// A pool of freed canvas elements. Reusing them avoids GC pauses.
canvasPool: [],
events: [],
fonts: [null],
// The currently preloaded audio elements ready to be played
audios: [null],
rwops: [null],
// The currently playing audio element. There's only one music track.
music: {
audio: null,
volume: 1.0
},
mixerFrequency: 22050,
mixerFormat: {{{ cDefs.AUDIO_S16LSB }}},
mixerNumChannels: 2,
mixerChunkSize: 1024,
channelMinimumNumber: 0,
// Set to true if we call SDL_SetVideoMode with SDL_OPENGL, and if so, we do
// not create 2D canvases&contexts for blitting
// Note that images loaded before SDL_SetVideoMode will not get this
// optimization
GL: false,
// all possible GL attributes, with their default value
glAttributes: {
0: 3, /* SDL_GL_RED_SIZE */
1: 3, /* SDL_GL_GREEN_SIZE */
2: 2, /* SDL_GL_BLUE_SIZE */
3: 0, /* SDL_GL_ALPHA_SIZE */
4: 0, /* SDL_GL_BUFFER_SIZE */
5: 1, /* SDL_GL_DOUBLEBUFFER */
6: 16, /* SDL_GL_DEPTH_SIZE */
7: 0, /* SDL_GL_STENCIL_SIZE */
8: 0, /* SDL_GL_ACCUM_RED_SIZE */
9: 0, /* SDL_GL_ACCUM_GREEN_SIZE */
10: 0, /* SDL_GL_ACCUM_BLUE_SIZE */
11: 0, /* SDL_GL_ACCUM_ALPHA_SIZE */
12: 0, /* SDL_GL_STEREO */
13: 0, /* SDL_GL_MULTISAMPLEBUFFERS */
14: 0, /* SDL_GL_MULTISAMPLESAMPLES */
15: 1, /* SDL_GL_ACCELERATED_VISUAL */
16: 0, /* SDL_GL_RETAINED_BACKING */
17: 0, /* SDL_GL_CONTEXT_MAJOR_VERSION */
18: 0 /* SDL_GL_CONTEXT_MINOR_VERSION */
},
keyboardState: null,
keyboardMap: {},
canRequestFullscreen: false,
isRequestingFullscreen: false,
textInput: false,
unicode: false,
ttfContext: null,
audio: null,
startTime: null,
initFlags: 0, // The flags passed to SDL_Init
buttonState: 0,
modState: 0,
DOMButtons: [0, 0, 0],
DOMEventToSDLEvent: {},
TOUCH_DEFAULT_ID: 0, // Our default deviceID for touch events (we get nothing from the browser)
eventHandler: null,
eventHandlerContext: null,
eventHandlerTemp: 0,
// DOM code ==> SDL code. See
// https://developer.mozilla.org/en/Document_Object_Model_%28DOM%29/KeyboardEvent
// and SDL_keycode.h
// For keys that don't have unicode value, we map DOM codes with the
// corresponding scan codes + 1024 (using "| 1 << 10")
keyCodes: {
16: 225 | 1<<10, // shift
17: 224 | 1<<10, // control (right, or left)
18: 226 | 1<<10, // alt
20: 57 | 1<<10, // caps lock
33: 75 | 1<<10, // pagedup
34: 78 | 1<<10, // pagedown
35: 77 | 1<<10, // end
36: 74 | 1<<10, // home
37: 80 | 1<<10, // left arrow
38: 82 | 1<<10, // up arrow
39: 79 | 1<<10, // right arrow
40: 81 | 1<<10, // down arrow
44: 316, // print screen
45: 73 | 1<<10, // insert
46: 127, // SDLK_DEL == '\177'
91: 227 | 1<<10, // windows key or super key on linux (doesn't work on Mac)
93: 101 | 1<<10, // application
96: 98 | 1<<10, // keypad 0
97: 89 | 1<<10, // keypad 1
98: 90 | 1<<10, // keypad 2
99: 91 | 1<<10, // keypad 3
100: 92 | 1<<10, // keypad 4
101: 93 | 1<<10, // keypad 5
102: 94 | 1<<10, // keypad 6
103: 95 | 1<<10, // keypad 7
104: 96 | 1<<10, // keypad 8
105: 97 | 1<<10, // keypad 9
106: 85 | 1<<10, // keypad multiply
107: 87 | 1<<10, // keypad plus
109: 86 | 1<<10, // keypad minus
110: 99 | 1<<10, // keypad decimal point
111: 84 | 1<<10, // keypad divide
112: 58 | 1<<10, // F1
113: 59 | 1<<10, // F2
114: 60 | 1<<10, // F3
115: 61 | 1<<10, // F4
116: 62 | 1<<10, // F5
117: 63 | 1<<10, // F6
118: 64 | 1<<10, // F7
119: 65 | 1<<10, // F8
120: 66 | 1<<10, // F9
121: 67 | 1<<10, // F10
122: 68 | 1<<10, // F11
123: 69 | 1<<10, // F12
124: 104 | 1<<10, // F13
125: 105 | 1<<10, // F14
126: 106 | 1<<10, // F15
127: 107 | 1<<10, // F16
128: 108 | 1<<10, // F17
129: 109 | 1<<10, // F18
130: 110 | 1<<10, // F19
131: 111 | 1<<10, // F20
132: 112 | 1<<10, // F21
133: 113 | 1<<10, // F22
134: 114 | 1<<10, // F23
135: 115 | 1<<10, // F24
144: 83 | 1<<10, // keypad num lock
160: 94, // caret
161: 33, // exclaim
162: 34, // double quote
163: 35, // hash
164: 36, // dollar
165: 37, // percent
166: 38, // ampersand
167: 95, // underscore
168: 40, // open parenthesis
169: 41, // close parenthesis
170: 42, // asterix
171: 43, // plus
172: 124, // pipe
173: 45, // minus
174: 123, // open curly bracket
175: 125, // close curly bracket
176: 126, // tilde
181: 127, // audio mute
182: 129, // audio volume down
183: 128, // audio volume up
188: 44, // comma
190: 46, // period
191: 47, // slash (/)
192: 96, // backtick/backquote (`)
219: 91, // open square bracket
220: 92, // back slash
221: 93, // close square bracket
222: 39, // quote
224: 227 | 1<<10, // meta (command/windows)
},
scanCodes: { // SDL keycode ==> SDL scancode. See SDL_scancode.h
8: 42, // backspace
9: 43, // tab
13: 40, // return
27: 41, // escape
32: 44, // space
35: 204, // hash
39: 53, // grave
44: 54, // comma
46: 55, // period
47: 56, // slash
48: 39, // 0
49: 30, // 1
50: 31, // 2
51: 32, // 3
52: 33, // 4
53: 34, // 5
54: 35, // 6
55: 36, // 7
56: 37, // 8
57: 38, // 9
58: 203, // colon
59: 51, // semicolon
61: 46, // equals
91: 47, // left bracket
92: 49, // backslash
93: 48, // right bracket
96: 52, // apostrophe
97: 4, // A
98: 5, // B
99: 6, // C
100: 7, // D
101: 8, // E
102: 9, // F
103: 10, // G
104: 11, // H
105: 12, // I
106: 13, // J
107: 14, // K
108: 15, // L
109: 16, // M
110: 17, // N
111: 18, // O
112: 19, // P
113: 20, // Q
114: 21, // R
115: 22, // S
116: 23, // T
117: 24, // U
118: 25, // V
119: 26, // W
120: 27, // X
121: 28, // Y
122: 29, // Z
127: 76, // delete
305: 224, // ctrl
308: 226, // alt
316: 70, // print screen
},
loadRect(rect) {
return {
x: {{{ makeGetValue('rect', C_STRUCTS.SDL_Rect.x, 'i32') }}},
y: {{{ makeGetValue('rect', C_STRUCTS.SDL_Rect.y, 'i32') }}},
w: {{{ makeGetValue('rect', C_STRUCTS.SDL_Rect.w, 'i32') }}},
h: {{{ makeGetValue('rect', C_STRUCTS.SDL_Rect.h, 'i32') }}}
};
},
updateRect(rect, r) {
{{{ makeSetValue('rect', C_STRUCTS.SDL_Rect.x, 'r.x', 'i32') }}};
{{{ makeSetValue('rect', C_STRUCTS.SDL_Rect.y, 'r.y', 'i32') }}};
{{{ makeSetValue('rect', C_STRUCTS.SDL_Rect.w, 'r.w', 'i32') }}};
{{{ makeSetValue('rect', C_STRUCTS.SDL_Rect.h, 'r.h', 'i32') }}};
},
intersectionOfRects(first, second) {
var leftX = Math.max(first.x, second.x);
var leftY = Math.max(first.y, second.y);
var rightX = Math.min(first.x + first.w, second.x + second.w);
var rightY = Math.min(first.y + first.h, second.y + second.h);
return {
x: leftX,
y: leftY,
w: Math.max(leftX, rightX) - leftX,
h: Math.max(leftY, rightY) - leftY
}
},
checkPixelFormat(fmt) {
#if ASSERTIONS
// Canvas screens are always RGBA.
var format = {{{ makeGetValue('fmt', C_STRUCTS.SDL_PixelFormat.format, 'i32') }}};
if (format != {{{ cDefs.SDL_PIXELFORMAT_RGBA8888 }}}) {
warnOnce('Unsupported pixel format!');
}
#endif
},
// Load SDL color into a CSS-style color specification
loadColorToCSSRGB(color) {
var rgba = {{{ makeGetValue('color', 0, 'i32') }}};
return 'rgb(' + (rgba&255) + ',' + ((rgba >> 8)&255) + ',' + ((rgba >> 16)&255) + ')';
},
loadColorToCSSRGBA(color) {
var rgba = {{{ makeGetValue('color', 0, 'i32') }}};
return 'rgba(' + (rgba&255) + ',' + ((rgba >> 8)&255) + ',' + ((rgba >> 16)&255) + ',' + (((rgba >> 24)&255)/255) + ')';
},
translateColorToCSSRGBA: (rgba) =>
'rgba(' + (rgba&0xff) + ',' + (rgba>>8 & 0xff) + ',' + (rgba>>16 & 0xff) + ',' + (rgba>>>24)/0xff + ')',
translateRGBAToCSSRGBA: (r, g, b, a) =>
'rgba(' + (r&0xff) + ',' + (g&0xff) + ',' + (b&0xff) + ',' + (a&0xff)/255 + ')',
translateRGBAToColor: (r, g, b, a) => r | g << 8 | b << 16 | a << 24,
makeSurface(width, height, flags, usePageCanvas, source, rmask, gmask, bmask, amask) {
var is_SDL_HWSURFACE = flags & {{{ cDefs.SDL_HWSURFACE }}};
var is_SDL_HWPALETTE = flags & {{{ cDefs.SDL_HWPALETTE }}};
var is_SDL_OPENGL = flags & {{{ cDefs.SDL_OPENGL }}};
var surf = _malloc({{{ C_STRUCTS.SDL_Surface.__size__ }}});
var pixelFormat = _malloc({{{ C_STRUCTS.SDL_PixelFormat.__size__ }}});
// surface with SDL_HWPALETTE flag is 8bpp surface (1 byte)
var bpp = is_SDL_HWPALETTE ? 1 : 4;
var buffer = 0;
// preemptively initialize this for software surfaces,
// otherwise it will be lazily initialized inside of SDL_LockSurface
if (!is_SDL_HWSURFACE && !is_SDL_OPENGL) {
buffer = _malloc(width * height * 4);
}
{{{ makeSetValue('surf', C_STRUCTS.SDL_Surface.flags, 'flags', 'i32') }}};
{{{ makeSetValue('surf', C_STRUCTS.SDL_Surface.format, 'pixelFormat', POINTER_TYPE) }}};
{{{ makeSetValue('surf', C_STRUCTS.SDL_Surface.w, 'width', 'i32') }}};
{{{ makeSetValue('surf', C_STRUCTS.SDL_Surface.h, 'height', 'i32') }}};
{{{ makeSetValue('surf', C_STRUCTS.SDL_Surface.pitch, 'width * bpp', 'i32') }}}; // assuming RGBA or indexed for now,
// since that is what ImageData gives us in browsers
{{{ makeSetValue('surf', C_STRUCTS.SDL_Surface.pixels, 'buffer', POINTER_TYPE) }}};
var canvas = Browser.getCanvas();
{{{ makeSetValue('surf', C_STRUCTS.SDL_Surface.clip_rect+C_STRUCTS.SDL_Rect.x, '0', 'i32') }}};
{{{ makeSetValue('surf', C_STRUCTS.SDL_Surface.clip_rect+C_STRUCTS.SDL_Rect.y, '0', 'i32') }}};
{{{ makeSetValue('surf', C_STRUCTS.SDL_Surface.clip_rect+C_STRUCTS.SDL_Rect.w, 'canvas.width', 'i32') }}};
{{{ makeSetValue('surf', C_STRUCTS.SDL_Surface.clip_rect+C_STRUCTS.SDL_Rect.h, 'canvas.height', 'i32') }}};
{{{ makeSetValue('surf', C_STRUCTS.SDL_Surface.refcount, '1', 'i32') }}};
{{{ makeSetValue('pixelFormat', C_STRUCTS.SDL_PixelFormat.format, cDefs.SDL_PIXELFORMAT_RGBA8888, 'i32') }}};
{{{ makeSetValue('pixelFormat', C_STRUCTS.SDL_PixelFormat.palette, '0', 'i32') }}};// TODO
{{{ makeSetValue('pixelFormat', C_STRUCTS.SDL_PixelFormat.BitsPerPixel, 'bpp * 8', 'i8') }}};
{{{ makeSetValue('pixelFormat', C_STRUCTS.SDL_PixelFormat.BytesPerPixel, 'bpp', 'i8') }}};
{{{ makeSetValue('pixelFormat', C_STRUCTS.SDL_PixelFormat.Rmask, 'rmask || 0x000000ff', 'i32') }}};
{{{ makeSetValue('pixelFormat', C_STRUCTS.SDL_PixelFormat.Gmask, 'gmask || 0x0000ff00', 'i32') }}};
{{{ makeSetValue('pixelFormat', C_STRUCTS.SDL_PixelFormat.Bmask, 'bmask || 0x00ff0000', 'i32') }}};
{{{ makeSetValue('pixelFormat', C_STRUCTS.SDL_PixelFormat.Amask, 'amask || 0xff000000', 'i32') }}};
// Decide if we want to use WebGL or not
SDL.GL = SDL.GL || is_SDL_OPENGL;
if (!usePageCanvas) {
if (SDL.canvasPool.length > 0) {
canvas = SDL.canvasPool.pop();
} else {
canvas = document.createElement('canvas');
}
canvas.width = width;
canvas.height = height;
}
var webGLContextAttributes = {
antialias: ((SDL.glAttributes[{{{ cDefs.SDL_GL_MULTISAMPLEBUFFERS }}}] != 0) && (SDL.glAttributes[{{{ cDefs.SDL_GL_MULTISAMPLESAMPLES }}}] > 1)),
depth: (SDL.glAttributes[{{{ cDefs.SDL_GL_DEPTH_SIZE }}}] > 0),
stencil: (SDL.glAttributes[{{{ cDefs.SDL_GL_STENCIL_SIZE }}}] > 0),
alpha: (SDL.glAttributes[{{{ cDefs.SDL_GL_ALPHA_SIZE }}}] > 0)
};
#if OFFSCREEN_FRAMEBUFFER
// TODO: Make SDL explicitly aware of whether it is being proxied or not,
// and set these to true only when proxying is being performed.
GL.enableOffscreenFramebufferAttributes(webGLContextAttributes);
#endif
var ctx = Browser.createContext(canvas, is_SDL_OPENGL, usePageCanvas, webGLContextAttributes);
SDL.surfaces[surf] = {
width,
height,
canvas,
ctx,
surf,
buffer,
pixelFormat,
alpha: 255,
flags,
locked: 0,
usePageCanvas,
source,
isFlagSet: (flag) => flags & flag
};
return surf;
},
// Copy data from the C++-accessible storage to the canvas backing
// for surface with HWPALETTE flag(8bpp depth)
copyIndexedColorData(surfData, rX, rY, rW, rH) {
// HWPALETTE works with palette
// set by SDL_SetColors
if (!surfData.colors) {
return;
}
var canvas = Browser.getCanvas();
var fullWidth = canvas.width;
var fullHeight = canvas.height;
var startX = rX || 0;
var startY = rY || 0;
var endX = (rW || (fullWidth - startX)) + startX;
var endY = (rH || (fullHeight - startY)) + startY;
var buffer = surfData.buffer;
if (!surfData.image.data32) {
surfData.image.data32 = new Uint32Array(surfData.image.data.buffer);
}
var data32 = surfData.image.data32;
var colors32 = surfData.colors32;
for (var y = startY; y < endY; ++y) {
var base = y * fullWidth;
for (var x = startX; x < endX; ++x) {
data32[base + x] = colors32[{{{ makeGetValue('buffer', 'base + x', 'u8') }}}];
}
}
},
freeSurface(surf) {
var refcountPointer = surf + {{{ C_STRUCTS.SDL_Surface.refcount }}};
var refcount = {{{ makeGetValue('refcountPointer', 0, 'i32') }}};
if (refcount > 1) {
{{{ makeSetValue('refcountPointer', 0, 'refcount - 1', 'i32') }}};
return;
}
var info = SDL.surfaces[surf];
if (!info.usePageCanvas && info.canvas) SDL.canvasPool.push(info.canvas);
if (info.buffer) _free(info.buffer);
_free(info.pixelFormat);
_free(surf);
SDL.surfaces[surf] = null;
if (surf === SDL.screen) {
SDL.screen = null;
}
},
blitSurface(src, srcrect, dst, dstrect, scale) {
var srcData = SDL.surfaces[src];
var dstData = SDL.surfaces[dst];
var sr, dr;
if (srcrect) {
sr = SDL.loadRect(srcrect);
} else {
sr = { x: 0, y: 0, w: srcData.width, h: srcData.height };
}
if (dstrect) {
dr = SDL.loadRect(dstrect);
} else {
dr = { x: 0, y: 0, w: srcData.width, h: srcData.height };
}
if (dstData.clipRect) {
var widthScale = (!scale || sr.w === 0) ? 1 : sr.w / dr.w;
var heightScale = (!scale || sr.h === 0) ? 1 : sr.h / dr.h;
dr = SDL.intersectionOfRects(dstData.clipRect, dr);
sr.w = dr.w * widthScale;
sr.h = dr.h * heightScale;
if (dstrect) {
SDL.updateRect(dstrect, dr);
}
}
var blitw, blith;
if (scale) {
blitw = dr.w; blith = dr.h;
} else {
blitw = sr.w; blith = sr.h;
}
if (sr.w === 0 || sr.h === 0 || blitw === 0 || blith === 0) {
return 0;
}
var oldAlpha = dstData.ctx.globalAlpha;
dstData.ctx.globalAlpha = srcData.alpha/255;
dstData.ctx.drawImage(srcData.canvas, sr.x, sr.y, sr.w, sr.h, dr.x, dr.y, blitw, blith);
dstData.ctx.globalAlpha = oldAlpha;
if (dst != SDL.screen) {
// XXX As in IMG_Load, for compatibility we write out |pixels|
warnOnce('WARNING: copying canvas data to memory for compatibility');
_SDL_LockSurface(dst);
dstData.locked--; // The surface is not actually locked in this hack
}
return 0;
},
// the browser sends out touchstart events with the whole group of touches
// even if we received a previous touchstart for a specific touch identifier.
// You can test this by pressing one finger to the screen, then another. You'll
// receive two touchstart events, the first with a touches count of 1 the second
// with a touches count of two.
// SDL sends out a new touchstart event for only each newly started touch so to
// emulate this, we keep track of previously started touches.
downFingers: {},
savedKeydown: null,
receiveEvent(event) {
function unpressAllPressedKeys() {
// Un-press all pressed keys: TODO
for (var keyCode of Object.values(SDL.keyboardMap)) {
SDL.events.push({
type: 'keyup',
keyCode,
});
}
};
switch (event.type) {
case 'touchstart':
case 'touchmove': {
event.preventDefault();
var touches = [];
// Clear out any touchstart events that we've already processed
if (event.type === 'touchstart') {
for (var i = 0; i < event.touches.length; i++) {
var touch = event.touches[i];
if (SDL.downFingers[touch.identifier] != true) {
SDL.downFingers[touch.identifier] = true;
touches.push(touch);
}
}
} else {
touches = event.touches;
}
var firstTouch = touches[0];
if (firstTouch) {
if (event.type == 'touchstart') {
SDL.DOMButtons[0] = 1;
}
var mouseEventType;
switch (event.type) {
case 'touchstart': mouseEventType = 'mousedown'; break;
case 'touchmove': mouseEventType = 'mousemove'; break;
}
var mouseEvent = {
type: mouseEventType,
button: 0,
pageX: firstTouch.clientX,
pageY: firstTouch.clientY
};
SDL.events.push(mouseEvent);
}
for (var i = 0; i < touches.length; i++) {
var touch = touches[i];
SDL.events.push({
type: event.type,
touch
});
};
break;
}
case 'touchend': {
event.preventDefault();
// Remove the entry in the SDL.downFingers hash
// because the finger is no longer down.
for (var i = 0; i < event.changedTouches.length; i++) {
var touch = event.changedTouches[i];
if (SDL.downFingers[touch.identifier] === true) {
delete SDL.downFingers[touch.identifier];
}
}
var mouseEvent = {
type: 'mouseup',
button: 0,
pageX: event.changedTouches[0].clientX,
pageY: event.changedTouches[0].clientY
};
SDL.DOMButtons[0] = 0;
SDL.events.push(mouseEvent);
for (var i = 0; i < event.changedTouches.length; i++) {
var touch = event.changedTouches[i];
SDL.events.push({
type: 'touchend',
touch
});
};
break;
}
case 'DOMMouseScroll':
case 'mousewheel':
case 'wheel':
// Flip the wheel direction to translate from browser wheel direction
// (+:down) to SDL direction (+:up)
var delta = -Browser.getMouseWheelDelta(event);
// Quantize to integer so that minimum scroll is at least +/- 1.
delta = (delta == 0) ? 0 : (delta > 0 ? Math.max(delta, 1) : Math.min(delta, -1));
// Simulate old-style SDL events representing mouse wheel input as buttons
// Subtract one since JS->C marshalling is defined to add one back.
var button = (delta > 0 ? {{{ cDefs.SDL_BUTTON_WHEELUP }}} : {{{ cDefs.SDL_BUTTON_WHEELDOWN }}}) - 1;
SDL.events.push({ type: 'mousedown', button, pageX: event.pageX, pageY: event.pageY });
SDL.events.push({ type: 'mouseup', button, pageX: event.pageX, pageY: event.pageY });
// Pass a delta motion event.
SDL.events.push({ type: 'wheel', deltaX: 0, deltaY: delta });
// If we don't prevent this, then 'wheel' event will be sent again by
// the browser as 'DOMMouseScroll' and we will receive this same event
// the second time.
event.preventDefault();
break;
case 'mousemove':
if (SDL.DOMButtons[0] === 1) {
SDL.events.push({
type: 'touchmove',
touch: {
identifier: 0,
deviceID: {{{ cDefs.SDL_TOUCH_MOUSEID }}},
pageX: event.pageX,
pageY: event.pageY
}
});
}
if (Browser.pointerLock) {
// workaround for firefox bug 750111
if ('mozMovementX' in event) {
event['movementX'] = event['mozMovementX'];
event['movementY'] = event['mozMovementY'];
}
// workaround for Firefox bug 782777
if (event['movementX'] == 0 && event['movementY'] == 0) {
// ignore a mousemove event if it doesn't contain any movement info
// (without pointer lock, we infer movement from pageX/pageY, so this check is unnecessary)
event.preventDefault();
return;
}
}
// fall through
case 'keydown':
case 'keyup':
case 'keypress':
case 'mousedown':
case 'mouseup':
// If we preventDefault on keydown events, the subsequent keypress events
// won't fire. However, it's fine (and in some cases necessary) to
// preventDefault for keys that don't generate a character. Otherwise,
// preventDefault is the right thing to do in general.
if (event.type !== 'keydown' || (!SDL.unicode && !SDL.textInput) || (event.key == 'Backspace' || event.key == 'Tab')) {
event.preventDefault();
}
if (event.type == 'mousedown') {
SDL.DOMButtons[event.button] = 1;
SDL.events.push({
type: 'touchstart',
touch: {
identifier: 0,
deviceID: {{{ cDefs.SDL_TOUCH_MOUSEID }}},
pageX: event.pageX,
pageY: event.pageY
}
});
} else if (event.type == 'mouseup') {
// ignore extra ups, can happen if we leave the canvas while pressing down, then return,
// since we add a mouseup in that case
if (!SDL.DOMButtons[event.button]) {
return;
}
SDL.events.push({
type: 'touchend',
touch: {
identifier: 0,
deviceID: {{{ cDefs.SDL_TOUCH_MOUSEID }}},
pageX: event.pageX,
pageY: event.pageY
}
});
SDL.DOMButtons[event.button] = 0;
}
// We can only request fullscreen as the result of user input.
// Due to this limitation, we toggle a boolean on keydown which
// SDL_WM_ToggleFullScreen will check and subsequently set another
// flag indicating for us to request fullscreen on the following
// keyup. This isn't perfect, but it enables SDL_WM_ToggleFullScreen
// to work as the result of a keypress (which is an extremely
// common use case).
if (event.type === 'keydown' || event.type === 'mousedown') {
SDL.canRequestFullscreen = true;
} else if (event.type === 'keyup' || event.type === 'mouseup') {
if (SDL.isRequestingFullscreen) {
Module['requestFullscreen'](/*lockPointer=*/true, /*resizeCanvas=*/true);
SDL.isRequestingFullscreen = false;
}
SDL.canRequestFullscreen = false;
}
// SDL expects a unicode character to be passed to its keydown events.
// Unfortunately, the browser APIs only provide a charCode property on
// keypress events, so we must backfill in keydown events with their
// subsequent keypress event's charCode.
if (event.type === 'keypress' && SDL.savedKeydown) {
// charCode is read-only
SDL.savedKeydown.keypressCharCode = event.charCode;
SDL.savedKeydown = null;
} else if (event.type === 'keydown') {
SDL.savedKeydown = event;
}
// Don't push keypress events unless SDL_StartTextInput has been called.
if (event.type !== 'keypress' || SDL.textInput) {
SDL.events.push(event);
}
break;
case 'mouseout':
// Un-press all pressed mouse buttons, because we might miss the release outside of the canvas
for (var i = 0; i < 3; i++) {
if (SDL.DOMButtons[i]) {
SDL.events.push({
type: 'mouseup',
button: i,
pageX: event.pageX,
pageY: event.pageY
});
SDL.DOMButtons[i] = 0;
}
}
event.preventDefault();
break;
case 'focus':
SDL.events.push(event);
event.preventDefault();
break;
case 'blur':
SDL.events.push(event);
unpressAllPressedKeys();
event.preventDefault();
break;
case 'visibilitychange':
SDL.events.push({
type: 'visibilitychange',
visible: !document.hidden
});
unpressAllPressedKeys();
event.preventDefault();
break;
case 'unload':
if (MainLoop.runner) {
SDL.events.push(event);
// Force-run a main event loop, since otherwise this event will never be caught!
MainLoop.runner();
}
return;
case 'resize':
SDL.events.push(event);
// manually triggered resize event doesn't have a preventDefault member
if (event.preventDefault) {
event.preventDefault();
}
break;
}
if (SDL.events.length >= 10000) {
err('SDL event queue full, dropping events');
SDL.events = SDL.events.slice(0, 10000);
}
// If we have a handler installed, this will push the events to the app
// instead of the app polling for them.
SDL.flushEventsToHandler();
return;
},
lookupKeyCodeForEvent(event) {
var code = event.keyCode;
if (code >= 65 && code <= 90) { // ASCII A-Z
code += 32; // make lowercase for SDL
} else {
// Look up DOM code in the keyCodes table with fallback for ASCII codes
// which can match between DOM codes and SDL keycodes (allows keyCodes
// to be smaller).
code = SDL.keyCodes[code] || (code < 128 ? code : 0);
#if RUNTIME_DEBUG
if (!code) dbg('unmapped keyCode: ', event.keyCode);
#endif
// If this is one of the modifier keys (224 | 1<<10 - 227 | 1<<10), and the event specifies that it is
// a right key, add 4 to get the right key SDL key code.
if (event.location === 2 /*KeyboardEvent.DOM_KEY_LOCATION_RIGHT*/ && code >= (224 | 1<<10) && code <= (227 | 1<<10)) {
code += 4;
}
}
return code;
},
handleEvent(event) {
if (event.handled) return;
event.handled = true;
switch (event.type) {
case 'touchstart':
case 'touchend':
case 'touchmove': {
Browser.calculateMouseEvent(event);
break;
}
case 'keydown':
case 'keyup': {
var down = event.type === 'keydown';
var code = SDL.lookupKeyCodeForEvent(event);
// Ignore key events that we don't (yet) map to SDL keys
if (!code) return;
#if !SAFE_HEAP
// Assigning a boolean to HEAP8, that's alright but Closure would like to warn about it.
// TODO(https://github.com/emscripten-core/emscripten/issues/16311):
// This is kind of ugly hack. Perhaps we can find a better way?
/** @suppress{checkTypes} */
#endif
{{{ makeSetValue('SDL.keyboardState', 'code', 'down', 'i8') }}};
// TODO: lmeta, rmeta, numlock, capslock, KMOD_MODE, KMOD_RESERVED
SDL.modState =
({{{ makeGetValue('SDL.keyboardState', cDefs.SDLK_LCTRL, 'i8') }}} ? {{{ cDefs.KMOD_LCTRL }}} : 0) |
({{{ makeGetValue('SDL.keyboardState', cDefs.SDLK_LSHIFT, 'i8') }}} ? {{{ cDefs.KMOD_LSHIFT }}} : 0) |
({{{ makeGetValue('SDL.keyboardState', cDefs.SDLK_LALT, 'i8') }}} ? {{{ cDefs.KMOD_LALT }}} : 0) |
({{{ makeGetValue('SDL.keyboardState', cDefs.SDLK_RCTRL, 'i8') }}} ? {{{ cDefs.KMOD_RCTRL }}} : 0) |
({{{ makeGetValue('SDL.keyboardState', cDefs.SDLK_RSHIFT, 'i8') }}} ? {{{ cDefs.KMOD_RSHIFT }}} : 0) |
({{{ makeGetValue('SDL.keyboardState', cDefs.SDLK_RALT, 'i8') }}} ? {{{ cDefs.KMOD_RALT }}} : 0);
if (down) {
SDL.keyboardMap[code] = event.keyCode; // save the DOM input, which we can use to unpress it during blur
} else {
delete SDL.keyboardMap[code];
}
break;
}
case 'mousedown':
case 'mouseup':
if (event.type == 'mousedown') {
// SDL_BUTTON(x) is defined as (1 << ((x)-1)). SDL buttons are 1-3,
// and DOM buttons are 0-2, so this means that the below formula is
// correct.
SDL.buttonState |= 1 << event.button;
} else if (event.type == 'mouseup') {
SDL.buttonState &= ~(1 << event.button);
}
// fall through
case 'mousemove': {
Browser.calculateMouseEvent(event);
break;
}
}
},
flushEventsToHandler() {
if (!SDL.eventHandler) return;
while (SDL.pollEvent(SDL.eventHandlerTemp)) {
{{{ makeDynCall('ipp', 'SDL.eventHandler') }}}(SDL.eventHandlerContext, SDL.eventHandlerTemp);
}
},
pollEvent(ptr) {
if (SDL.initFlags & {{{ cDefs.SDL_INIT_JOYSTICK }}} && SDL.joystickEventState) {
// If SDL_INIT_JOYSTICK was supplied AND the joystick system is configured
// to automatically query for events, query for joystick events.
SDL.queryJoysticks();
}
if (ptr) {
while (SDL.events.length > 0) {
if (SDL.makeCEvent(SDL.events.shift(), ptr) !== false) return 1;
}
return 0;
}
// XXX: somewhat risky in that we do not check if the event is real or not
// (makeCEvent returns false) if no pointer supplied
return SDL.events.length > 0;
},
// returns false if the event was determined to be irrelevant
makeCEvent(event, ptr) {
if (typeof event == 'number') {
// This is a pointer to a copy of a native C event that was SDL_PushEvent'ed
_memcpy(ptr, event, {{{ C_STRUCTS.SDL_KeyboardEvent.__size__ }}});
_free(event); // the copy is no longer needed
return;
}
SDL.handleEvent(event);
switch (event.type) {
case 'keydown': case 'keyup': {
var down = event.type === 'keydown';
#if RUNTIME_DEBUG
dbg(`received ${event.type} event: keyCode=${event.keyCode}, key=${event.key}, code=${event.code}`);
#endif
var key = SDL.lookupKeyCodeForEvent(event);
// Ignore key events that we don't (yet) map to SDL keys
if (!key) return false;
var scan;
if (key >= 1024) {
scan = key - 1024;
} else {
scan = SDL.scanCodes[key] || key;
}
{{{ makeSetValue('ptr', C_STRUCTS.SDL_KeyboardEvent.type, 'SDL.DOMEventToSDLEvent[event.type]', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_KeyboardEvent.state, 'down ? 1 : 0', 'i8') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_KeyboardEvent.repeat, '0', 'i8') }}}; // TODO
{{{ makeSetValue('ptr', C_STRUCTS.SDL_KeyboardEvent.keysym + C_STRUCTS.SDL_Keysym.scancode, 'scan', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_KeyboardEvent.keysym + C_STRUCTS.SDL_Keysym.sym, 'key', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_KeyboardEvent.keysym + C_STRUCTS.SDL_Keysym.mod, 'SDL.modState', 'i16') }}};
// some non-character keys (e.g. backspace and tab) won't have keypressCharCode set, fill in with the keyCode.
{{{ makeSetValue('ptr', C_STRUCTS.SDL_KeyboardEvent.keysym + C_STRUCTS.SDL_Keysym.unicode, 'event.keypressCharCode || key', 'i32') }}};
break;
}
case 'keypress': {
{{{ makeSetValue('ptr', C_STRUCTS.SDL_TextInputEvent.type, 'SDL.DOMEventToSDLEvent[event.type]', 'i32') }}};
// Not filling in windowID for now
var cStr = intArrayFromString(String.fromCharCode(event.charCode));
for (var i = 0; i < cStr.length; ++i) {
{{{ makeSetValue('ptr', C_STRUCTS.SDL_TextInputEvent.text + ' + i', 'cStr[i]', 'i8') }}};
}
break;
}
case 'mousedown': case 'mouseup': case 'mousemove': {
if (event.type != 'mousemove') {
var down = event.type === 'mousedown';
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseButtonEvent.type, 'SDL.DOMEventToSDLEvent[event.type]', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseButtonEvent.timestamp, '0', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseButtonEvent.windowID, '0', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseButtonEvent.which, '0', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseButtonEvent.button, 'event.button+1', 'i8') }}}; // DOM buttons are 0-2, SDL 1-3
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseButtonEvent.state, 'down ? 1 : 0', 'i8') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseButtonEvent.x, 'Browser.mouseX', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseButtonEvent.y, 'Browser.mouseY', 'i32') }}};
} else {
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseMotionEvent.type, 'SDL.DOMEventToSDLEvent[event.type]', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseMotionEvent.timestamp, '0', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseMotionEvent.windowID, '0', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseMotionEvent.which, '0', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseMotionEvent.state, 'SDL.buttonState', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseMotionEvent.x, 'Browser.mouseX', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseMotionEvent.y, 'Browser.mouseY', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseMotionEvent.xrel, 'Browser.mouseMovementX', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseMotionEvent.yrel, 'Browser.mouseMovementY', 'i32') }}};
}
break;
}
case 'wheel': {
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseWheelEvent.type, 'SDL.DOMEventToSDLEvent[event.type]', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseWheelEvent.x, 'event.deltaX', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_MouseWheelEvent.y, 'event.deltaY', 'i32') }}};
break;
}
case 'touchstart': case 'touchend': case 'touchmove': {
var touch = event.touch;
if (!Browser.touches[touch.identifier]) break;
var canvas = Browser.getCanvas();
var x = Browser.touches[touch.identifier].x / canvas.width;
var y = Browser.touches[touch.identifier].y / canvas.height;
var lx = Browser.lastTouches[touch.identifier].x / canvas.width;
var ly = Browser.lastTouches[touch.identifier].y / canvas.height;
var dx = x - lx;
var dy = y - ly;
if (touch['deviceID'] === undefined) touch.deviceID = SDL.TOUCH_DEFAULT_ID;
if (dx === 0 && dy === 0 && event.type === 'touchmove') return false; // don't send these if nothing happened
{{{ makeSetValue('ptr', C_STRUCTS.SDL_TouchFingerEvent.type, 'SDL.DOMEventToSDLEvent[event.type]', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_TouchFingerEvent.timestamp, '_SDL_GetTicks()', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_TouchFingerEvent.touchId, 'touch.deviceID', 'i64') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_TouchFingerEvent.fingerId, 'touch.identifier', 'i64') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_TouchFingerEvent.x, 'x', 'float') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_TouchFingerEvent.y, 'y', 'float') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_TouchFingerEvent.dx, 'dx', 'float') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_TouchFingerEvent.dy, 'dy', 'float') }}};
if (touch.force !== undefined) {
{{{ makeSetValue('ptr', C_STRUCTS.SDL_TouchFingerEvent.pressure, 'touch.force', 'float') }}};
} else { // No pressure data, send a digital 0/1 pressure.
{{{ makeSetValue('ptr', C_STRUCTS.SDL_TouchFingerEvent.pressure, 'event.type == "touchend" ? 0 : 1', 'float') }}};
}
break;
}
case 'unload': {
{{{ makeSetValue('ptr', C_STRUCTS.SDL_KeyboardEvent.type, 'SDL.DOMEventToSDLEvent[event.type]', 'i32') }}};
break;
}
case 'resize': {
{{{ makeSetValue('ptr', C_STRUCTS.SDL_KeyboardEvent.type, 'SDL.DOMEventToSDLEvent[event.type]', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_ResizeEvent.w, 'event.w', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_ResizeEvent.h, 'event.h', 'i32') }}};
break;
}
case 'joystick_button_up': case 'joystick_button_down': {
var state = event.type === 'joystick_button_up' ? 0 : 1;
{{{ makeSetValue('ptr', C_STRUCTS.SDL_JoyButtonEvent.type, 'SDL.DOMEventToSDLEvent[event.type]', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_JoyButtonEvent.which, 'event.index', 'i8') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_JoyButtonEvent.button, 'event.button', 'i8') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_JoyButtonEvent.state, 'state', 'i8') }}};
break;
}
case 'joystick_axis_motion': {
{{{ makeSetValue('ptr', C_STRUCTS.SDL_JoyAxisEvent.type, 'SDL.DOMEventToSDLEvent[event.type]', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_JoyAxisEvent.which, 'event.index', 'i8') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_JoyAxisEvent.axis, 'event.axis', 'i8') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_JoyAxisEvent.value, 'SDL.joystickAxisValueConversion(event.value)', 'i32') }}};
break;
}
case 'focus': {
{{{ makeSetValue('ptr', C_STRUCTS.SDL_WindowEvent.type, 'SDL.DOMEventToSDLEvent[event.type]', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_WindowEvent.windowID, '0', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_WindowEvent.event, cDefs.SDL_WINDOWEVENT_FOCUS_GAINED, 'i8') }}};
break;
}
case 'blur': {
{{{ makeSetValue('ptr', C_STRUCTS.SDL_WindowEvent.type, 'SDL.DOMEventToSDLEvent[event.type]', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_WindowEvent.windowID, '0', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_WindowEvent.event, cDefs.SDL_WINDOWEVENT_FOCUS_LOST, 'i8') }}};
break;
}
case 'visibilitychange': {
var visibilityEventID = event.visible ? {{{ cDefs.SDL_WINDOWEVENT_SHOWN }}} : {{{ cDefs.SDL_WINDOWEVENT_HIDDEN }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_WindowEvent.type, 'SDL.DOMEventToSDLEvent[event.type]', 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_WindowEvent.windowID, 0, 'i32') }}};
{{{ makeSetValue('ptr', C_STRUCTS.SDL_WindowEvent.event, 'visibilityEventID' , 'i8') }}};
break;
}
default: throw 'Unhandled SDL event: ' + event.type;
}
},
makeFontString(height, fontName) {
if (fontName.charAt(0) != "'" && fontName.charAt(0) != '"') {
// https://developer.mozilla.org/ru/docs/Web/CSS/font-family
// Font family names containing whitespace should be quoted.
// BTW, quote all font names is easier than searching spaces
fontName = '"' + fontName + '"';
}
return height + 'px ' + fontName + ', serif';
},
estimateTextWidth(fontData, text) {
var h = fontData.size;
var fontString = SDL.makeFontString(h, fontData.name);
var tempCtx = SDL.ttfContext;
#if ASSERTIONS
assert(tempCtx, 'TTF_Init must have been called');
#endif
tempCtx.font = fontString;
var ret = tempCtx.measureText(text).width | 0;
return ret;
},
// Sound
// Channels are a SDL abstraction for allowing multiple sound tracks to be
// played at the same time. We don't need to actually implement the mixing
// since the browser engine handles that for us. Therefore, in JS we just
// maintain a list of channels and return IDs for them to the SDL consumer.
allocateChannels(num) { // called from Mix_AllocateChannels and init
if (SDL.numChannels >= num && num != 0) return;
SDL.numChannels = num;
SDL.channels = [];
for (var i = 0; i < num; i++) {
SDL.channels[i] = {
audio: null,
volume: 1.0
};
}
},
setGetVolume(info, volume) {
if (!info) return 0;
var ret = info.volume * 128; // MIX_MAX_VOLUME
if (volume != -1) {
info.volume = Math.min(Math.max(volume, 0), 128) / 128;
if (info.audio) {
try {
info.audio.volume = info.volume; // For <audio> element
if (info.audio.webAudioGainNode) info.audio.webAudioGainNode['gain']['value'] = info.volume; // For WebAudio playback
} catch(e) {
err(`setGetVolume failed to set audio volume: ${e}`);
}
}
}
return ret;
},
setPannerPosition(info, x, y, z) {
info?.audio?.webAudioPannerNode?.['setPosition'](x, y, z);
},
// Plays out an SDL audio resource that was loaded with the Mix_Load APIs, when using Web Audio..
playWebAudio(audio) {
if (!audio) return;
if (audio.webAudioNode) return; // This instance is already playing, don't start again.
if (!SDL.webAudioAvailable()) return;
try {
var webAudio = audio.resource.webAudio;
audio.paused = false;
if (!webAudio.decodedBuffer) {
if (webAudio.onDecodeComplete === undefined) {
abort("Cannot play back audio object that was not loaded");
}
webAudio.onDecodeComplete.push(() => { if (!audio.paused) SDL.playWebAudio(audio); });
return;
}
audio.webAudioNode = SDL.audioContext['createBufferSource']();
audio.webAudioNode['buffer'] = webAudio.decodedBuffer;
audio.webAudioNode['loop'] = audio.loop;
audio.webAudioNode['onended'] = audio['onended']; // For <media> element compatibility, route the onended signal to the instance.
audio.webAudioPannerNode = SDL.audioContext['createPanner']();
// avoid Chrome bug
// If posz = 0, the sound will come from only the right.
// By posz = -0.5 (slightly ahead), the sound will come from right and left correctly.
audio.webAudioPannerNode["setPosition"](0, 0, -.5);
audio.webAudioPannerNode['panningModel'] = 'equalpower';
// Add an intermediate gain node to control volume.
audio.webAudioGainNode = SDL.audioContext['createGain']();
audio.webAudioGainNode['gain']['value'] = audio.volume;
audio.webAudioNode['connect'](audio.webAudioPannerNode);
audio.webAudioPannerNode['connect'](audio.webAudioGainNode);
audio.webAudioGainNode['connect'](SDL.audioContext['destination']);
audio.webAudioNode['start'](0, audio.currentPosition);
audio.startTime = SDL.audioContext['currentTime'] - audio.currentPosition;
} catch(e) {
err(`playWebAudio failed: ${e}`);
}
},
// Pauses an SDL audio resource that was played with Web Audio.
pauseWebAudio(audio) {
if (!audio) return;
if (audio.webAudioNode) {
try {
// Remember where we left off, so that if/when we resume, we can
// restart the playback at a proper place.
audio.currentPosition = (SDL.audioContext['currentTime'] - audio.startTime) % audio.resource.webAudio.decodedBuffer.duration;
// Important: When we reach here, the audio playback is stopped by the
// user. But when calling .stop() below, the Web Audio graph will send
// the onended signal, but we don't want to process that, since
// pausing should not clear/destroy the audio channel.
audio.webAudioNode['onended'] = undefined;
audio.webAudioNode.stop(0); // 0 is a default parameter, but WebKit is confused by it #3861
audio.webAudioNode = undefined;
} catch(e) {
err(`pauseWebAudio failed: ${e}`);
}
}
audio.paused = true;
},
openAudioContext() {
// Initialize Web Audio API if we haven't done so yet. Note: Only
// initialize Web Audio context ever once on the web page, since
// initializing multiple times fails on Chrome saying 'audio resources
// have been exhausted'.
if (!SDL.audioContext) {
if (typeof AudioContext != 'undefined') {
SDL.audioContext = new AudioContext();
} else if (typeof webkitAudioContext != 'undefined') {
SDL.audioContext = new webkitAudioContext();
}
}
},
webAudioAvailable: () => !!SDL.audioContext,
fillWebAudioBufferFromHeap(heapPtr, sizeSamplesPerChannel, dstAudioBuffer) {
// The input audio data is interleaved across the channels, i.e. [L, R, L,
// R, L, R, ...] and is either 8-bit, 16-bit or float as supported by the
// SDL API. The output audio wave data for Web Audio API must be in planar
// buffers of [-1,1]-normalized Float32 data, so perform a buffer
// conversion for the data.
var audio = SDL.audio;
var numChannels = audio.channels;
for (var c = 0; c < numChannels; ++c) {
var channelData = dstAudioBuffer['getChannelData'](c);
if (channelData.length != sizeSamplesPerChannel) {
throw 'Web Audio output buffer length mismatch! Destination size: ' + channelData.length + ' samples vs expected ' + sizeSamplesPerChannel + ' samples!';
}
if (audio.format == {{{ cDefs.AUDIO_S16LSB }}}) {
for (var j = 0; j < sizeSamplesPerChannel; ++j) {
channelData[j] = ({{{ makeGetValue('heapPtr', '(j*numChannels + c)*2', 'i16') }}}) / 0x8000;
}
} else if (audio.format == {{{ cDefs.AUDIO_U8 }}}) {
for (var j = 0; j < sizeSamplesPerChannel; ++j) {
var v = ({{{ makeGetValue('heapPtr', 'j*numChannels + c', 'i8') }}});
channelData[j] = ((v >= 0) ? v-128 : v+128) /128;
}
} else if (audio.format == {{{ cDefs.AUDIO_F32 }}}) {
for (var j = 0; j < sizeSamplesPerChannel; ++j) {
channelData[j] = ({{{ makeGetValue('heapPtr', '(j*numChannels + c)*4', 'float') }}});
}
} else {
throw 'Invalid SDL audio format ' + audio.format + '!';
}
}
},
// Debugging
#if ASSERTIONS
debugSurface(surfData) {
dbg('dumping surface ' + [surfData.surf, surfData.source, surfData.width, surfData.height]);
var image = surfData.ctx.getImageData(0, 0, surfData.width, surfData.height);
var data = image.data;
var num = Math.min(surfData.width, surfData.height);
for (var i = 0; i < num; i++) {
dbg(' diagonal ' + i + ':' + [data[i*surfData.width*4 + i*4 + 0], data[i*surfData.width*4 + i*4 + 1], data[i*surfData.width*4 + i*4 + 2], data[i*surfData.width*4 + i*4 + 3]]);
}
},
#endif
// Joystick helper methods and state
joystickEventState: 1, // SDL_ENABLE
lastJoystickState: {}, // Map from SDL_Joystick* to their last known state. Required to determine if a change has occurred.
// Maps Joystick names to pointers. Allows us to avoid reallocating memory for
// joystick names each time this function is called.
joystickNamePool: {},
recordJoystickState(joystick, state) {
// Standardize button state.
var buttons = new Array(state.buttons.length);
for (var i = 0; i < state.buttons.length; i++) {
buttons[i] = SDL.getJoystickButtonState(state.buttons[i]);
}
SDL.lastJoystickState[joystick] = {
buttons,
axes: state.axes.slice(0),
timestamp: state.timestamp,
index: state.index,
id: state.id
};
},
// Retrieves the button state of the given gamepad button.
// Abstracts away implementation differences.
// Returns 'true' if pressed, 'false' otherwise.
getJoystickButtonState(button) {
if (typeof button == 'object') {
// Current gamepad API editor's draft (Firefox Nightly)
// https://dvcs.w3.org/hg/gamepad/raw-file/default/gamepad.html#idl-def-GamepadButton
return button['pressed'];
}
// Current gamepad API working draft (Firefox / Chrome Stable)
// http://www.w3.org/TR/2012/WD-gamepad-20120529/#gamepad-interface
return button > 0;
},
// Queries for and inserts controller events into the SDL queue.
queryJoysticks() {
for (var joystick in SDL.lastJoystickState) {
var state = SDL.getGamepad(joystick - 1);
var prevState = SDL.lastJoystickState[joystick];
// If joystick was removed, state returns null.
if (typeof state == 'undefined') return;
if (state === null) return;
// Check only if the timestamp has differed.
// NOTE: Timestamp is not available in Firefox.
// NOTE: Timestamp is currently not properly set for the GearVR controller
// on Samsung Internet: it is always zero.
if (typeof state.timestamp != 'number' || state.timestamp != prevState.timestamp || !state.timestamp) {
var i;
for (i = 0; i < state.buttons.length; i++) {
var buttonState = SDL.getJoystickButtonState(state.buttons[i]);
// NOTE: The previous state already has a boolean representation of
// its button, so no need to standardize its button state here.
if (buttonState !== prevState.buttons[i]) {
// Insert button-press event.
SDL.events.push({
type: buttonState ? 'joystick_button_down' : 'joystick_button_up',
joystick,
index: joystick - 1,
button: i
});
}
}
for (i = 0; i < state.axes.length; i++) {
if (state.axes[i] !== prevState.axes[i]) {
// Insert axes-change event.
SDL.events.push({
type: 'joystick_axis_motion',
joystick,
index: joystick - 1,
axis: i,
value: state.axes[i]
});
}
}
SDL.recordJoystickState(joystick, state);
}
}
},
// Converts the double-based browser axis value [-1, 1] into SDL's 16-bit
// value [-32768, 32767]
joystickAxisValueConversion(value) {
// Make sure value is properly clamped
value = Math.min(1, Math.max(value, -1));
// Ensures that 0 is 0, 1 is 32767, and -1 is 32768.
return Math.ceil(((value+1) * 32767.5) - 32768);
},
getGamepads() {
var fcn = navigator.getGamepads || navigator.webkitGamepads || navigator.mozGamepads || navigator.gamepads || navigator.webkitGetGamepads;
if (fcn !== undefined) {
// The function must be applied on the navigator object.
return fcn.apply(navigator);
}
return [];
},
// Helper function: Returns the gamepad if available, or null if not.
getGamepad(deviceIndex) {
var gamepads = SDL.getGamepads();
if (gamepads.length > deviceIndex && deviceIndex >= 0) {
return gamepads[deviceIndex];
}
return null;
},
},
SDL_Linked_Version__proxy: 'sync',
SDL_Linked_Version: () => {
if (SDL.version === null) {
SDL.version = _malloc({{{ C_STRUCTS.SDL_version.__size__ }}});
{{{ makeSetValue('SDL.version', C_STRUCTS.SDL_version.major, '1', 'i8') }}};
{{{ makeSetValue('SDL.version', C_STRUCTS.SDL_version.minor, '3', 'i8') }}};
{{{ makeSetValue('SDL.version', C_STRUCTS.SDL_version.patch, '0', 'i8') }}};
}
return SDL.version;
},
SDL_Init__deps: ['calloc', 'memcpy'],
SDL_Init__proxy: 'sync',
SDL_Init__docs: '/** @param{number} initFlags */',
SDL_Init: (initFlags) => {
SDL.startTime = Date.now();
SDL.initFlags = initFlags;
// capture all key events. we just keep down and up, but also capture press to prevent default actions
if (!Module['doNotCaptureKeyboard']) {
var keyboardListeningElement = Module['keyboardListeningElement'] || document;
keyboardListeningElement.addEventListener("keydown", SDL.receiveEvent);
keyboardListeningElement.addEventListener("keyup", SDL.receiveEvent);
keyboardListeningElement.addEventListener("keypress", SDL.receiveEvent);
window.addEventListener("focus", SDL.receiveEvent);
window.addEventListener("blur", SDL.receiveEvent);
document.addEventListener("visibilitychange", SDL.receiveEvent);
}
window.addEventListener("unload", SDL.receiveEvent);
SDL.keyboardState = _calloc(0x10000, 1); // Our SDL needs 512, but 64K is safe for older SDLs
// Initialize this structure carefully for closure
SDL.DOMEventToSDLEvent['keydown'] = {{{ cDefs.SDL_KEYDOWN }}};
SDL.DOMEventToSDLEvent['keyup'] = {{{ cDefs.SDL_KEYUP }}};
SDL.DOMEventToSDLEvent['keypress'] = {{{ cDefs.SDL_TEXTINPUT }}};
SDL.DOMEventToSDLEvent['mousedown'] = {{{ cDefs.SDL_MOUSEBUTTONDOWN }}};
SDL.DOMEventToSDLEvent['mouseup'] = {{{ cDefs.SDL_MOUSEBUTTONUP }}};
SDL.DOMEventToSDLEvent['mousemove'] = {{{ cDefs.SDL_MOUSEMOTION }}};
SDL.DOMEventToSDLEvent['wheel'] = {{{ cDefs.SDL_MOUSEWHEEL }}};
SDL.DOMEventToSDLEvent['touchstart'] = {{{ cDefs.SDL_FINGERDOWN }}};
SDL.DOMEventToSDLEvent['touchend'] = {{{ cDefs.SDL_FINGERUP }}};
SDL.DOMEventToSDLEvent['touchmove'] = {{{ cDefs.SDL_FINGERMOTION }}};
SDL.DOMEventToSDLEvent['unload'] = {{{ cDefs.SDL_QUIT }}};
SDL.DOMEventToSDLEvent['resize'] = {{{ cDefs.SDL_VIDEORESIZE }}};
SDL.DOMEventToSDLEvent['visibilitychange'] = {{{ cDefs.SDL_WINDOWEVENT }}};
SDL.DOMEventToSDLEvent['focus'] = {{{ cDefs.SDL_WINDOWEVENT }}};
SDL.DOMEventToSDLEvent['blur'] = {{{ cDefs.SDL_WINDOWEVENT }}};
// These are not technically DOM events; the HTML gamepad API is poll-based.
// However, we define them here, as the rest of the SDL code assumes that
// all SDL events originate as DOM events.
SDL.DOMEventToSDLEvent['joystick_axis_motion'] = {{{ cDefs.SDL_JOYAXISMOTION }}};
SDL.DOMEventToSDLEvent['joystick_button_down'] = {{{ cDefs.SDL_JOYBUTTONDOWN }}};
SDL.DOMEventToSDLEvent['joystick_button_up'] = {{{ cDefs.SDL_JOYBUTTONUP }}};
return 0; // success
},
SDL_WasInit__deps: ['SDL_Init'],
SDL_WasInit__proxy: 'sync',
SDL_WasInit: (flags) => {
if (SDL.startTime === null) {
_SDL_Init(0);
}
return 1;
},
SDL_GetVideoInfo__deps: ['calloc'],
SDL_GetVideoInfo__proxy: 'sync',
SDL_GetVideoInfo: () => {
var ret = _calloc({{{ C_STRUCTS.SDL_VideoInfo.__size__ }}}, 1);
var canvas = Browser.getCanvas();
{{{ makeSetValue('ret', C_STRUCTS.SDL_VideoInfo.current_w, 'canvas.width', 'i32') }}};
{{{ makeSetValue('ret', C_STRUCTS.SDL_VideoInfo.current_h, 'canvas.height', 'i32') }}};
return ret;
},
// -1 == all modes are ok. TODO
SDL_ListModes: (format, flags) => -1,
// SDL_VideoModeOK returns 0 if the requested mode is not supported under any bit depth, or returns the
// bits-per-pixel of the closest available mode with the given width, height and requested surface flags
SDL_VideoModeOK: (width, height, depth, flags) => depth, // all modes are ok.
SDL_AudioDriverName: 'SDL_VideoDriverName',
SDL_VideoDriverName__proxy: 'sync',
SDL_VideoDriverName: (buf, max_size) => {
if (SDL.startTime === null) {
return 0; //return NULL
}
//driverName - emscripten_sdl_driver
var driverName = [101, 109, 115, 99, 114, 105, 112, 116, 101,
110, 95, 115, 100, 108, 95, 100, 114, 105, 118, 101, 114];
var index = 0;
var size = driverName.length;
if (max_size <= size) {
size = max_size - 1; //-1 cause null-terminator
}
while (index < size) {
var value = driverName[index];
{{{ makeSetValue('buf', 'index', 'value', 'i8') }}};
index++;
}
{{{ makeSetValue('buf', 'index', '0', 'i8') }}};
return buf;
},
SDL_SetVideoMode__deps: ['$GL'],
SDL_SetVideoMode__proxy: 'sync',
SDL_SetVideoMode: (width, height, depth, flags) => {
['touchstart', 'touchend', 'touchmove',
'mousedown', 'mouseup', 'mousemove',
'mousewheel', 'wheel', 'mouseout',
'DOMMouseScroll',
].forEach((e) => Browser.getCanvas().addEventListener(e, SDL.receiveEvent, true));
// (0,0) means 'use fullscreen' in native; in Emscripten, use the current canvas size.
if (width == 0 && height == 0) {
var canvas = Browser.getCanvas();
width = canvas.width;
height = canvas.height;
}
if (!SDL.addedResizeListener) {
SDL.addedResizeListener = true;
Browser.resizeListeners.push((w, h) => {
if (!SDL.settingVideoMode) {
SDL.receiveEvent({ type: 'resize', w, h });
}
});
}
SDL.settingVideoMode = true; // SetVideoMode itself should not trigger resize events
Browser.setCanvasSize(width, height);
SDL.settingVideoMode = false;
// Free the old surface first if there is one
if (SDL.screen) {
SDL.freeSurface(SDL.screen);
assert(!SDL.screen);
}
if (SDL.GL) flags = flags | {{{ cDefs.SDL_OPENGL }}}; // if we are using GL, then later calls to SetVideoMode may not mention GL, but we do need it. Once in GL mode, we never leave it.
SDL.screen = SDL.makeSurface(width, height, flags, true, 'screen');
return SDL.screen;
},
SDL_GetVideoSurface__proxy: 'sync',
SDL_GetVideoSurface: () => SDL.screen,
SDL_AudioQuit__proxy: 'sync',
SDL_AudioQuit: () => {
for (var i = 0; i < SDL.numChannels; ++i) {
var chan = /** @type {{ audio: (HTMLMediaElement|undefined) }} */ (SDL.channels[i]);
if (chan.audio) {
chan.audio.pause();
chan.audio = undefined;
}
}
var audio = /** @type {HTMLMediaElement} */ (SDL.music.audio);
audio?.pause();
SDL.music.audio = undefined;
},
SDL_VideoQuit: () => out('SDL_VideoQuit called (and ignored)'),
SDL_QuitSubSystem: (flags) => out('SDL_QuitSubSystem called (and ignored)'),
SDL_Quit__deps: ['SDL_AudioQuit'],
SDL_Quit: () => {
_SDL_AudioQuit();
out('SDL_Quit called (and ignored)');
},
// Copy data from the canvas backing to a C++-accessible storage
SDL_LockSurface__proxy: 'sync',
SDL_LockSurface: (surf) => {
var surfData = SDL.surfaces[surf];
surfData.locked++;
if (surfData.locked > 1) return 0;
if (!surfData.buffer) {
surfData.buffer = _malloc(surfData.width * surfData.height * 4);
{{{ makeSetValue('surf', C_STRUCTS.SDL_Surface.pixels, 'surfData.buffer', POINTER_TYPE) }}};
}
// Mark in C/C++-accessible SDL structure
// SDL_Surface has the following fields: Uint32 flags, SDL_PixelFormat *format; int w, h; Uint16 pitch; void *pixels; ...
// So we have fields all of the same size, and 5 of them before us.
// TODO: Use macros like in library.js
{{{ makeSetValue('surf', C_STRUCTS.SDL_Surface.pixels, 'surfData.buffer', POINTER_TYPE) }}};
if (surf == SDL.screen && Module.screenIsReadOnly && surfData.image) return 0;
if (SDL.defaults.discardOnLock) {
if (!surfData.image) {
surfData.image = surfData.ctx.createImageData(surfData.width, surfData.height);
}
if (!SDL.defaults.opaqueFrontBuffer) return;
} else {
surfData.image = surfData.ctx.getImageData(0, 0, surfData.width, surfData.height);
}
// Emulate desktop behavior and kill alpha values on the locked surface. (very costly!) Set SDL.defaults.opaqueFrontBuffer = false
// if you don't want this.
if (surf == SDL.screen && SDL.defaults.opaqueFrontBuffer) {
var data = surfData.image.data;
var num = data.length;
for (var i = 0; i < num/4; i++) {
data[i*4+3] = 255; // opacity, as canvases blend alpha
}
}
if (SDL.defaults.copyOnLock && !SDL.defaults.discardOnLock) {
// Copy pixel data to somewhere accessible to 'C/C++'
if (surfData.isFlagSet({{{ cDefs.SDL_HWPALETTE }}})) {
// If this is needed then
// we should compact the data from 32bpp to 8bpp index.
// I think best way to implement this is use
// additional colorMap hash (color->index).
// Something like this:
//
// var size = surfData.width * surfData.height;
// var data = '';
// for (var i = 0; i<size; i++) {
// var color = SDL.translateRGBAToColor(
// surfData.image.data[i*4 ],
// surfData.image.data[i*4 +1],
// surfData.image.data[i*4 +2],
// 255);
// var index = surfData.colorMap[color];
// {{{ makeSetValue('surfData.buffer', 'i', 'index', 'i8') }}};
// }
throw 'CopyOnLock is not supported for SDL_LockSurface with SDL_HWPALETTE flag set' + new Error().stack;
} else {
HEAPU8.set(surfData.image.data, surfData.buffer);
}
}
return 0;
},
// Copy data from the C++-accessible storage to the canvas backing
SDL_UnlockSurface__proxy: 'sync',
SDL_UnlockSurface: (surf) => {
assert(!SDL.GL); // in GL mode we do not keep around 2D canvases and contexts
var surfData = SDL.surfaces[surf];
if (!surfData.locked || --surfData.locked > 0) {
return;
}
// Copy pixel data to image
if (surfData.isFlagSet({{{ cDefs.SDL_HWPALETTE }}})) {
SDL.copyIndexedColorData(surfData);
} else if (!surfData.colors) {
var data = surfData.image.data;
var buffer = surfData.buffer;
assert(buffer % 4 == 0, 'Invalid buffer offset: ' + buffer);
var src = {{{ getHeapOffset('buffer', 'i32') }}};
var dst = 0;
var isScreen = surf == SDL.screen;
var num;
if (typeof CanvasPixelArray != 'undefined' && data instanceof CanvasPixelArray) {
// IE10/IE11: ImageData objects are backed by the deprecated CanvasPixelArray,
// not UInt8ClampedArray. These don't have buffers, so we need to revert
// to copying a byte at a time. We do the undefined check because modern
// browsers do not define CanvasPixelArray anymore.
num = data.length;
while (dst < num) {
var val = HEAP32[src]; // This is optimized. Instead, we could do {{{ makeGetValue('buffer', 'dst', 'i32') }}};
data[dst ] = val & 0xff;
data[dst+1] = (val >> 8) & 0xff;
data[dst+2] = (val >> 16) & 0xff;
data[dst+3] = isScreen ? 0xff : ((val >> 24) & 0xff);
src++;
dst += 4;
}
} else {
var data32 = new Uint32Array(data.buffer);
if (isScreen && SDL.defaults.opaqueFrontBuffer) {
num = data32.length;
// logically we need to do
// while (dst < num) {
// data32[dst++] = HEAP32[src++] | 0xff000000
// }
// the following code is faster though, because
// .set() is almost free - easily 10x faster due to
// native memcpy efficiencies, and the remaining loop
// just stores, not load + store, so it is faster
data32.set(HEAP32.subarray(src, src + num));
var data8 = new Uint8Array(data.buffer);
var i = 3;
var j = i + 4*num;
if (num % 8 == 0) {
// unrolling gives big speedups
while (i < j) {
data8[i] = 0xff;
i = i + 4 | 0;
data8[i] = 0xff;
i = i + 4 | 0;
data8[i] = 0xff;
i = i + 4 | 0;
data8[i] = 0xff;
i = i + 4 | 0;
data8[i] = 0xff;
i = i + 4 | 0;
data8[i] = 0xff;
i = i + 4 | 0;
data8[i] = 0xff;
i = i + 4 | 0;
data8[i] = 0xff;
i = i + 4 | 0;
}
} else {
while (i < j) {
data8[i] = 0xff;
i = i + 4 | 0;
}
}
} else {
data32.set(HEAP32.subarray(src, src + data32.length));
}
}
} else {
var canvas = Browser.getCanvas();
var width = canvas.width;
var height = canvas.height;
var s = surfData.buffer;
var data = surfData.image.data;
var colors = surfData.colors; // TODO: optimize using colors32
for (var y = 0; y < height; y++) {
var base = y*width*4;
for (var x = 0; x < width; x++) {
// See comment above about signs
var val = {{{ makeGetValue('s++', 0, 'u8') }}} * 4;
var start = base + x*4;
data[start] = colors[val];
data[start+1] = colors[val+1];
data[start+2] = colors[val+2];
}
s += width*3;
}
}
// Copy to canvas
surfData.ctx.putImageData(surfData.image, 0, 0);
// Note that we save the image, so future writes are fast. But, memory is not yet released
},
SDL_Flip: (surf) => {
// We actually do this in Unlock, since the screen surface has as its canvas
// backing the page canvas element
},
SDL_UpdateRect: (surf, x, y, w, h) => {
// We actually do the whole screen in Unlock...
},
SDL_UpdateRects: (surf, numrects, rects) => {
// We actually do the whole screen in Unlock...
},
#if !ASYNCIFY
SDL_Delay: (delay) => {
if (!ENVIRONMENT_IS_WORKER) abort('SDL_Delay called on the main thread! Potential infinite loop, quitting. (consider building with async support like ASYNCIFY)');
// horrible busy-wait, but in a worker it at least does not block rendering
var now = Date.now();
while (Date.now() - now < delay) {}
},
#else
SDL_Delay__deps: ['emscripten_sleep'],
SDL_Delay__async: true,
SDL_Delay: (delay) => _emscripten_sleep(delay),
#endif
SDL_WM_SetCaption__proxy: 'sync',
SDL_WM_SetCaption__deps: ['emscripten_set_window_title'],
SDL_WM_SetCaption: (title, icon) => {
if (title) {
_emscripten_set_window_title(title);
}
icon &&= UTF8ToString(icon);
},
// TODO
SDL_EnableKeyRepeat: (delay, interval) => {},
SDL_GetKeyboardState__proxy: 'sync',
SDL_GetKeyboardState__docs: '/** @param {number} numKeys */',
SDL_GetKeyboardState: (numKeys) => {
if (numKeys) {
{{{ makeSetValue('numKeys', 0, 0x10000, 'i32') }}};
}
return SDL.keyboardState;
},
SDL_GetKeyState__deps: ['SDL_GetKeyboardState'],
SDL_GetKeyState: () => _SDL_GetKeyboardState(0),
SDL_GetKeyName__proxy: 'sync',
SDL_GetKeyName__deps: ['$stringToUTF8', 'realloc'],
SDL_GetKeyName: (key) => {
var name = '';
/* ASCII A-Z or 0-9 */
if ((key >= 97 && key <= 122) || (key >= 48 && key <= 57)) {
name = String.fromCharCode(key);
}
var size = lengthBytesUTF8(name) + 1;
SDL.keyName = _realloc(SDL.keyName, size);
stringToUTF8(name, SDL.keyName, size);
return SDL.keyName;
},
SDL_GetModState__proxy: 'sync',
SDL_GetModState: () => SDL.modState,
SDL_GetMouseState__proxy: 'sync',
SDL_GetMouseState: (x, y) => {
if (x) {{{ makeSetValue('x', 0, 'Browser.mouseX', 'i32') }}};
if (y) {{{ makeSetValue('y', 0, 'Browser.mouseY', 'i32') }}};
return SDL.buttonState;
},
SDL_WarpMouse__proxy: 'sync',
SDL_WarpMouse: (x, y) => {
return; // TODO: implement this in a non-buggy way. Need to keep relative mouse movements correct after calling this
/*
var rect = Browser.getCanvas().getBoundingClientRect();
SDL.events.push({
type: 'mousemove',
pageX: x + (window.scrollX + rect.left),
pageY: y + (window.scrollY + rect.top)
});
*/
},
SDL_ShowCursor__proxy: 'sync',
SDL_ShowCursor: (toggle) => {
switch (toggle) {
case 0: // SDL_DISABLE
if (Browser.isFullscreen) { // only try to lock the pointer when in full screen mode
Browser.getCanvas().requestPointerLock();
return 0;
}
// else return SDL_ENABLE to indicate the failure
return 1;
case 1: // SDL_ENABLE
Browser.getCanvas().exitPointerLock();
return 1;
case -1: // SDL_QUERY
return !Browser.pointerLock;
default:
err(`SDL_ShowCursor called with unknown toggle parameter value: ${toggle}`);
break;
}
},
SDL_GetError__proxy: 'sync',
SDL_GetError__deps: ['$stringToNewUTF8'],
SDL_GetError: () => {
SDL.errorMessage ||= stringToNewUTF8("unknown SDL-emscripten error");
return SDL.errorMessage;
},
SDL_SetError: (fmt, varargs) => {},
SDL_CreateRGBSurface__proxy: 'sync',
SDL_CreateRGBSurface: (flags, width, height, depth, rmask, gmask, bmask, amask) => SDL.makeSurface(width, height, flags, false, 'CreateRGBSurface', rmask, gmask, bmask, amask),
SDL_CreateRGBSurfaceFrom__proxy: 'sync',
SDL_CreateRGBSurfaceFrom: (pixels, width, height, depth, pitch, rmask, gmask, bmask, amask) => {
var surf = SDL.makeSurface(width, height, 0, false, 'CreateRGBSurfaceFrom', rmask, gmask, bmask, amask);
if (depth !== 32) {
// TODO: Actually fill pixel data to created surface.
// TODO: Take into account depth and pitch parameters.
err('TODO: Partially unimplemented SDL_CreateRGBSurfaceFrom called!');
return surf;
}
var data = SDL.surfaces[surf];
var image = data.ctx.createImageData(width, height);
var pitchOfDst = width * 4;
for (var row = 0; row < height; ++row) {
var baseOfSrc = row * pitch;
var baseOfDst = row * pitchOfDst;
for (var col = 0; col < width * 4; ++col) {
image.data[baseOfDst + col] = {{{ makeGetValue('pixels', 'baseOfDst + col', 'u8') }}};
}
}
data.ctx.putImageData(image, 0, 0);
return surf;
},
SDL_ConvertSurface__proxy: 'sync',
SDL_ConvertSurface__docs: '/** @param {number} format @param {number} flags */',
SDL_ConvertSurface: (surf, format, flags) => {
if (format) {
SDL.checkPixelFormat(format);
}
var oldData = SDL.surfaces[surf];
var ret = SDL.makeSurface(oldData.width, oldData.height, oldData.flags, false, 'copy:' + oldData.source);
var newData = SDL.surfaces[ret];
newData.ctx.globalCompositeOperation = "copy";
newData.ctx.drawImage(oldData.canvas, 0, 0);
newData.ctx.globalCompositeOperation = oldData.ctx.globalCompositeOperation;
return ret;
},
SDL_DisplayFormatAlpha__deps: ['SDL_ConvertSurface'],
SDL_DisplayFormatAlpha: (surf) => _SDL_ConvertSurface(surf, 0, 0),
SDL_FreeSurface__proxy: 'sync',
SDL_FreeSurface: (surf) => {
if (surf) SDL.freeSurface(surf);
},
SDL_UpperBlit__proxy: 'sync',
SDL_UpperBlit: (src, srcrect, dst, dstrect) =>
SDL.blitSurface(src, srcrect, dst, dstrect, false),
SDL_UpperBlitScaled__proxy: 'sync',
SDL_UpperBlitScaled: (src, srcrect, dst, dstrect) =>
SDL.blitSurface(src, srcrect, dst, dstrect, true),
SDL_LowerBlit: 'SDL_UpperBlit',
SDL_LowerBlitScaled: 'SDL_UpperBlitScaled',
SDL_GetClipRect__proxy: 'sync',
SDL_GetClipRect: (surf, rect) => {
assert(rect);
var surfData = SDL.surfaces[surf];
var r = surfData.clipRect || { x: 0, y: 0, w: surfData.width, h: surfData.height };
SDL.updateRect(rect, r);
},
SDL_SetClipRect__proxy: 'sync',
SDL_SetClipRect: (surf, rect) => {
var surfData = SDL.surfaces[surf];
if (rect) {
surfData.clipRect = SDL.intersectionOfRects({ x: 0, y: 0, w: surfData.width, h: surfData.height }, SDL.loadRect(rect));
} else {
delete surfData.clipRect;
}
},
SDL_FillRect__proxy: 'sync',
SDL_FillRect: (surf, rect, color) => {
var surfData = SDL.surfaces[surf];
assert(!surfData.locked); // but we could unlock and re-lock if we must..
if (surfData.isFlagSet({{{ cDefs.SDL_HWPALETTE }}})) {
//in SDL_HWPALETTE color is index (0..255)
//so we should translate 1 byte value to
//32 bit canvas
color = surfData.colors32[color];
}
var r = rect ? SDL.loadRect(rect) : { x: 0, y: 0, w: surfData.width, h: surfData.height };
if (surfData.clipRect) {
r = SDL.intersectionOfRects(surfData.clipRect, r);
if (rect) {
SDL.updateRect(rect, r);
}
}
surfData.ctx.save();
surfData.ctx.fillStyle = SDL.translateColorToCSSRGBA(color);
surfData.ctx.fillRect(r.x, r.y, r.w, r.h);
surfData.ctx.restore();
return 0;
},
zoomSurface: (src, x, y, smooth) => {
var srcData = SDL.surfaces[src];
var w = srcData.width * x;
var h = srcData.height * y;
var ret = SDL.makeSurface(Math.abs(w), Math.abs(h), srcData.flags, false, 'zoomSurface');
var dstData = SDL.surfaces[ret];
if (x >= 0 && y >= 0) {
dstData.ctx.drawImage(srcData.canvas, 0, 0, w, h);
} else {
dstData.ctx.save();
dstData.ctx.scale(x < 0 ? -1 : 1, y < 0 ? -1 : 1);
dstData.ctx.drawImage(srcData.canvas, w < 0 ? w : 0, h < 0 ? h : 0, Math.abs(w), Math.abs(h));
// XXX I think this should work according to the spec, but currently
// fails on FF: dstData.ctx.drawImage(srcData.canvas, 0, 0, w, h);
dstData.ctx.restore();
}
return ret;
},
rotozoomSurface__deps: ['zoomSurface'],
rotozoomSurface: (src, angle, zoom, smooth) => {
if (angle % 360 === 0) {
return _zoomSurface(src, zoom, zoom, smooth);
}
var srcData = SDL.surfaces[src];
var w = srcData.width * zoom;
var h = srcData.height * zoom;
var diagonal = Math.ceil(Math.sqrt(Math.pow(w, 2) + Math.pow(h, 2)));
var ret = SDL.makeSurface(diagonal, diagonal, srcData.flags, false, 'rotozoomSurface');
var dstData = SDL.surfaces[ret];
dstData.ctx.translate(diagonal / 2, diagonal / 2);
dstData.ctx.rotate(-angle * Math.PI / 180);
dstData.ctx.drawImage(srcData.canvas, -w / 2, -h / 2, w, h);
return ret;
},
SDL_SetAlpha__proxy: 'sync',
SDL_SetAlpha: (surf, flag, alpha) => {
var surfData = SDL.surfaces[surf];
surfData.alpha = alpha;
if (!(flag & {{{ cDefs.SDL_SRCALPHA }}})) { // !SDL_SRCALPHA
surfData.alpha = 255;
}
},
SDL_SetColorKey: (surf, flag, key) => {
// SetColorKey assigns one color to be rendered as transparent. I don't
// think the canvas API allows for anything like this, and iterating through
// each pixel to replace that color seems prohibitively expensive.
warnOnce('SDL_SetColorKey is a no-op for performance reasons');
return 0;
},
SDL_GetTicks__proxy: 'sync',
SDL_GetTicks: () => (Date.now() - SDL.startTime)|0,
SDL_PollEvent__proxy: 'sync',
SDL_PollEvent: (ptr) => SDL.pollEvent(ptr),
SDL_PushEvent__proxy: 'sync',
SDL_PushEvent: (ptr) => {
var copy = _malloc({{{ C_STRUCTS.SDL_KeyboardEvent.__size__ }}});
_memcpy(copy, ptr, {{{ C_STRUCTS.SDL_KeyboardEvent.__size__ }}});
SDL.events.push(copy);
return 0;
},
SDL_PeepEvents__proxy: 'sync',
SDL_PeepEvents: (events, requestedEventCount, action, from, to) => {
switch (action) {
case 2: { // SDL_GETEVENT
// We only handle 1 event right now
assert(requestedEventCount == 1);
var index = 0;
var retrievedEventCount = 0;
// this should look through the entire queue until it has filled up the events
// array
while (index < SDL.events.length && retrievedEventCount < requestedEventCount) {
var event = SDL.events[index];
var type = SDL.DOMEventToSDLEvent[event.type];
if (from <= type && type <= to) {
if (SDL.makeCEvent(event, events) === false) {
index++;
} else {
SDL.events.splice(index, 1);
retrievedEventCount++;
}
} else {
index++;
}
}
return retrievedEventCount;
}
default: throw 'SDL_PeepEvents does not yet support that action: ' + action;
}
},
SDL_PumpEvents__proxy: 'sync',
SDL_PumpEvents: () => SDL.events.forEach(SDL.handleEvent),
// An Emscripten-specific extension to SDL: Some browser APIs require that they are called from within an event handler function.
// Allow recording a callback that will be called for each received event.
emscripten_SDL_SetEventHandler__proxy: 'sync',
emscripten_SDL_SetEventHandler: (handler, userdata) => {
SDL.eventHandler = handler;
SDL.eventHandlerContext = userdata;
// All SDLEvents take the same amount of memory
SDL.eventHandlerTemp ||= _malloc({{{ C_STRUCTS.SDL_KeyboardEvent.__size__ }}});
},
SDL_SetColors__proxy: 'sync',
SDL_SetColors: (surf, colors, firstColor, nColors) => {
var surfData = SDL.surfaces[surf];
// we should create colors array
// only once cause client code
// often wants to change portion
// of palette not all palette.
if (!surfData.colors) {
var buffer = new ArrayBuffer(256 * 4); // RGBA, A is unused, but faster this way
surfData.colors = new Uint8Array(buffer);
surfData.colors32 = new Uint32Array(buffer);
}
for (var i = 0; i < nColors; ++i) {
var index = (firstColor + i) * 4;
surfData.colors[index] = {{{ makeGetValue('colors', 'i*4', 'u8') }}};
surfData.colors[index + 1] = {{{ makeGetValue('colors', 'i*4 + 1', 'u8') }}};
surfData.colors[index + 2] = {{{ makeGetValue('colors', 'i*4 + 2', 'u8') }}};
surfData.colors[index + 3] = 255; // opaque
}
return 1;
},
SDL_SetPalette__deps: ['SDL_SetColors'],
SDL_SetPalette: (surf, flags, colors, firstColor, nColors) =>
_SDL_SetColors(surf, colors, firstColor, nColors),
SDL_MapRGB__proxy: 'sync',
SDL_MapRGB: (fmt, r, g, b) => {
SDL.checkPixelFormat(fmt);
// We assume the machine is little-endian.
return r&0xff|(g&0xff)<<8|(b&0xff)<<16|0xff000000;
},
SDL_MapRGBA__proxy: 'sync',
SDL_MapRGBA: (fmt, r, g, b, a) => {
SDL.checkPixelFormat(fmt);
// We assume the machine is little-endian.
return r&0xff|(g&0xff)<<8|(b&0xff)<<16|(a&0xff)<<24;
},
SDL_GetRGB__proxy: 'sync',
SDL_GetRGB: (pixel, fmt, r, g, b) => {
SDL.checkPixelFormat(fmt);
// We assume the machine is little-endian.
if (r) {
{{{ makeSetValue('r', 0, 'pixel&0xff', 'i8') }}};
}
if (g) {
{{{ makeSetValue('g', 0, '(pixel>>8)&0xff', 'i8') }}};
}
if (b) {
{{{ makeSetValue('b', 0, '(pixel>>16)&0xff', 'i8') }}};
}
},
SDL_GetRGBA__proxy: 'sync',
SDL_GetRGBA: (pixel, fmt, r, g, b, a) => {
SDL.checkPixelFormat(fmt);
// We assume the machine is little-endian.
if (r) {
{{{ makeSetValue('r', 0, 'pixel&0xff', 'i8') }}};
}
if (g) {
{{{ makeSetValue('g', 0, '(pixel>>8)&0xff', 'i8') }}};
}
if (b) {
{{{ makeSetValue('b', 0, '(pixel>>16)&0xff', 'i8') }}};
}
if (a) {
{{{ makeSetValue('a', 0, '(pixel>>24)&0xff', 'i8') }}};
}
},
SDL_GetAppState__proxy: 'sync',
SDL_GetAppState: () => {
var state = 0;
if (Browser.pointerLock) {
state |= {{{ cDefs.SDL_APPMOUSEFOCUS }}};
}
if (document.hasFocus()) {
state |= {{{ cDefs.SDL_APPINPUTFOCUS }}};
}
state |= {{{ cDefs.SDL_APPACTIVE }}};
return state;
},
SDL_WM_GrabInput: () => {},
SDL_WM_ToggleFullScreen__proxy: 'sync',
SDL_WM_ToggleFullScreen: (surf) => {
if (Browser.exitFullscreen()) {
return 1;
}
if (!SDL.canRequestFullscreen) {
return 0;
}
SDL.isRequestingFullscreen = true;
return 1;
},
// SDL_Image
// We support JPG, PNG, TIF because browsers do
IMG_Init: (flags) => flags,
IMG_Load_RW__deps: ['$Browser', 'SDL_LockSurface', 'SDL_FreeRW', '$PATH_FS', '$stackSave', '$stackRestore', '$stringToUTF8OnStack', '$stackAlloc'],
IMG_Load_RW__proxy: 'sync',
IMG_Load_RW: (rwopsID, freeSrc) => {
var sp = stackSave();
try {
// stb_image integration support
var cleanup = () => {
stackRestore(sp);
if (rwops && freeSrc) _SDL_FreeRW(rwopsID);
}
var addCleanup = (func) => {
var old = cleanup;
cleanup = () => {
old();
func();
}
}
var callStbImage = (func, params) => {
var x = stackAlloc({{{ getNativeTypeSize('i32') }}});
var y = stackAlloc({{{ getNativeTypeSize('i32') }}});
var comp = stackAlloc({{{ getNativeTypeSize('i32') }}});
var data = Module['_' + func](...params, x, y, comp, 0);
if (!data) return null;
addCleanup(() => Module['_stbi_image_free'](data));
return {
rawData: true,
data,
width: {{{ makeGetValue('x', 0, 'i32') }}},
height: {{{ makeGetValue('y', 0, 'i32') }}},
size: {{{ makeGetValue('x', 0, 'i32') }}} * {{{ makeGetValue('y', 0, 'i32') }}} * {{{ makeGetValue('comp', 0, 'i32') }}},
bpp: {{{ makeGetValue('comp', 0, 'i32') }}}
};
};
var rwops = SDL.rwops[rwopsID];
if (rwops === undefined) {
return 0;
}
var raw;
var filename = rwops.filename;
if (filename === undefined) {
#if STB_IMAGE
raw = callStbImage('stbi_load_from_memory', [rwops.bytes, rwops.count]);
if (!raw) return 0;
#else
warnOnce('Only file names that have been preloaded are supported for IMG_Load_RW. Consider using STB_IMAGE=1 if you want synchronous image decoding (see settings.js), or package files with --use-preload-plugins');
return 0;
#endif
}
if (!raw) {
filename = PATH_FS.resolve(filename);
raw = Browser.preloadedImages[filename];
if (!raw) {
if (raw === null) err('Trying to reuse preloaded image, but freePreloadedMediaOnUse is set!');
#if STB_IMAGE
var name = stringToUTF8OnStack(filename);
raw = callStbImage('stbi_load', [name]);
if (!raw) return 0;
#else
warnOnce('Cannot find preloaded image ' + filename);
warnOnce('Cannot find preloaded image ' + filename + '. Consider using STB_IMAGE=1 if you want synchronous image decoding (see settings.js), or package files with --use-preload-plugins');
return 0;
#endif
} else if (Module['freePreloadedMediaOnUse']) {
Browser.preloadedImages[filename] = null;
}
}
var surf = SDL.makeSurface(raw.width, raw.height, 0, false, 'load:' + filename);
var surfData = SDL.surfaces[surf];
surfData.ctx.globalCompositeOperation = "copy";
if (!raw.rawData) {
surfData.ctx.drawImage(raw, 0, 0, raw.width, raw.height, 0, 0, raw.width, raw.height);
} else {
var imageData = surfData.ctx.getImageData(0, 0, surfData.width, surfData.height);
if (raw.bpp == 4) {
// rgba
imageData.data.set({{{ makeHEAPView('U8', 'raw.data', 'raw.data+raw.size') }}});
} else if (raw.bpp == 3) {
// rgb
var pixels = raw.size/3;
var data = imageData.data;
var sourcePtr = raw.data;
var destPtr = 0;
for (var i = 0; i < pixels; i++) {
data[destPtr++] = {{{ makeGetValue('sourcePtr++', 0, 'u8') }}};
data[destPtr++] = {{{ makeGetValue('sourcePtr++', 0, 'u8') }}};
data[destPtr++] = {{{ makeGetValue('sourcePtr++', 0, 'u8') }}};
data[destPtr++] = 255;
}
} else if (raw.bpp == 2) {
// grayscale + alpha
var pixels = raw.size;
var data = imageData.data;
var sourcePtr = raw.data;
var destPtr = 0;
for (var i = 0; i < pixels; i++) {
var gray = {{{ makeGetValue('sourcePtr++', 0, 'u8') }}};
var alpha = {{{ makeGetValue('sourcePtr++', 0, 'u8') }}};
data[destPtr++] = gray;
data[destPtr++] = gray;
data[destPtr++] = gray;
data[destPtr++] = alpha;
}
} else if (raw.bpp == 1) {
// grayscale
var pixels = raw.size;
var data = imageData.data;
var sourcePtr = raw.data;
var destPtr = 0;
for (var i = 0; i < pixels; i++) {
var value = {{{ makeGetValue('sourcePtr++', 0, 'u8') }}};
data[destPtr++] = value;
data[destPtr++] = value;
data[destPtr++] = value;
data[destPtr++] = 255;
}
} else {
err(`cannot handle bpp ${raw.bpp}`);
return 0;
}
surfData.ctx.putImageData(imageData, 0, 0);
}
surfData.ctx.globalCompositeOperation = "source-over";
// XXX SDL does not specify that loaded images must have available pixel data, in fact
// there are cases where you just want to blit them, so you just need the hardware
// accelerated version. However, code everywhere seems to assume that the pixels
// are in fact available, so we retrieve it here. This does add overhead though.
_SDL_LockSurface(surf);
surfData.locked--; // The surface is not actually locked in this hack
if (SDL.GL) {
// After getting the pixel data, we can free the canvas and context if we do not need to do 2D canvas blitting
surfData.canvas = surfData.ctx = null;
}
return surf;
} finally {
cleanup();
}
},
SDL_LoadBMP_RW: 'IMG_Load_RW',
IMG_Load__deps: ['IMG_Load_RW', 'SDL_RWFromFile'],
IMG_Load__proxy: 'sync',
IMG_Load: (filename) => {
var rwops = _SDL_RWFromFile(filename, 0);
var result = _IMG_Load_RW(rwops, 1);
return result;
},
IMG_Quit: () => out('IMG_Quit called (and ignored)'),
// SDL_Audio
SDL_OpenAudio__deps: ['$autoResumeAudioContext', '$safeSetTimeout', '$registerPostMainLoop'],
SDL_OpenAudio__proxy: 'sync',
SDL_OpenAudio__postset: `
// Queue new audio data. This is important to be right after the main loop
// invocation, so that we will immediately be able to queue the newest
// produced audio samples.
registerPostMainLoop(() => SDL.audio?.queueNewAudioData?.());`,
SDL_OpenAudio: (desired, obtained) => {
try {
SDL.audio = {
freq: {{{ makeGetValue('desired', C_STRUCTS.SDL_AudioSpec.freq, 'u32') }}},
format: {{{ makeGetValue('desired', C_STRUCTS.SDL_AudioSpec.format, 'u16') }}},
channels: {{{ makeGetValue('desired', C_STRUCTS.SDL_AudioSpec.channels, 'u8') }}},
samples: {{{ makeGetValue('desired', C_STRUCTS.SDL_AudioSpec.samples, 'u16') }}}, // Samples in the CB buffer per single sound channel.
callback: {{{ makeGetValue('desired', C_STRUCTS.SDL_AudioSpec.callback, '*') }}},
userdata: {{{ makeGetValue('desired', C_STRUCTS.SDL_AudioSpec.userdata, '*') }}},
paused: true,
timer: null
};
// The .silence field tells the constant sample value that corresponds to the safe un-skewed silence value for the wave data.
if (SDL.audio.format == {{{ cDefs.AUDIO_U8 }}}) {
SDL.audio.silence = 128; // Audio ranges in [0, 255], so silence is half-way in between.
} else if (SDL.audio.format == {{{ cDefs.AUDIO_S16LSB }}}) {
SDL.audio.silence = 0; // Signed data in range [-32768, 32767], silence is 0.
} else if (SDL.audio.format == {{{ cDefs.AUDIO_F32 }}}) {
SDL.audio.silence = 0.0; // Float data in range [-1.0, 1.0], silence is 0.0
} else {
throw 'Invalid SDL audio format ' + SDL.audio.format + '!';
}
// Round the desired audio frequency up to the next 'common' frequency value.
// Web Audio API spec states 'An implementation must support sample-rates in at least the range 22050 to 96000.'
if (SDL.audio.freq <= 0) {
throw 'Unsupported sound frequency ' + SDL.audio.freq + '!';
} else if (SDL.audio.freq <= 22050) {
SDL.audio.freq = 22050; // Take it safe and clamp everything lower than 22kHz to that.
} else if (SDL.audio.freq <= 32000) {
SDL.audio.freq = 32000;
} else if (SDL.audio.freq <= 44100) {
SDL.audio.freq = 44100;
} else if (SDL.audio.freq <= 48000) {
SDL.audio.freq = 48000;
} else if (SDL.audio.freq <= 96000) {
SDL.audio.freq = 96000;
} else {
throw `Unsupported sound frequency ${SDL.audio.freq}!`;
}
if (SDL.audio.channels == 0) {
SDL.audio.channels = 1; // In SDL both 0 and 1 mean mono.
} else if (SDL.audio.channels < 0 || SDL.audio.channels > 32) {
throw `Unsupported number of audio channels for SDL audio: ${SDL.audio.channels}!`;
} else if (SDL.audio.channels != 1 && SDL.audio.channels != 2) { // Unsure what SDL audio spec supports. Web Audio spec supports up to 32 channels.
out(`Warning: Using untested number of audio channels ${SDL.audio.channels}`);
}
if (SDL.audio.samples < 128 || SDL.audio.samples > 524288 /* arbitrary cap */) {
throw `Unsupported audio callback buffer size ${SDL.audio.samples}!`;
} else if ((SDL.audio.samples & (SDL.audio.samples-1)) != 0) {
throw `Audio callback buffer size ${SDL.audio.samples} must be a power-of-two!`;
}
var totalSamples = SDL.audio.samples*SDL.audio.channels;
if (SDL.audio.format == {{{ cDefs.AUDIO_U8 }}}) {
SDL.audio.bytesPerSample = 1;
} else if (SDL.audio.format == {{{ cDefs.AUDIO_S16LSB }}}) {
SDL.audio.bytesPerSample = 2;
} else if (SDL.audio.format == {{{ cDefs.AUDIO_F32 }}}) {
SDL.audio.bytesPerSample = 4;
} else {
throw `Invalid SDL audio format ${SDL.audio.format}!`;
}
SDL.audio.bufferSize = totalSamples*SDL.audio.bytesPerSample;
// Duration of a single queued buffer in seconds.
SDL.audio.bufferDurationSecs = SDL.audio.bufferSize / SDL.audio.bytesPerSample / SDL.audio.channels / SDL.audio.freq;
// Audio samples are played with a constant delay of this many seconds to account for browser and jitter.
SDL.audio.bufferingDelay = 50 / 1000;
SDL.audio.buffer = _malloc(SDL.audio.bufferSize);
// To account for jittering in frametimes, always have multiple audio
// buffers queued up for the audio output device.
// This helps that we won't starve that easily if a frame takes long to complete.
SDL.audio.numSimultaneouslyQueuedBuffers = Module['SDL_numSimultaneouslyQueuedBuffers'] || 5;
// Pulls and queues new audio data if appropriate. This function gets
// "over-called" in both requestAnimationFrames and setTimeouts to ensure
// that we get the finest granularity possible and as many chances from
// the browser to fill new audio data. This is because setTimeouts alone
// have very poor granularity for audio streaming purposes, but also the
// application might not be using emscripten_set_main_loop to drive the
// main loop, so we cannot rely on that alone.
SDL.audio.queueNewAudioData = () => {
if (!SDL.audio) return;
for (var i = 0; i < SDL.audio.numSimultaneouslyQueuedBuffers; ++i) {
// Only queue new data if we don't have enough audio data already in queue. Otherwise skip this time slot
// and wait to queue more in the next time the callback is run.
var secsUntilNextPlayStart = SDL.audio.nextPlayTime - SDL.audioContext['currentTime'];
if (secsUntilNextPlayStart >= SDL.audio.bufferingDelay + SDL.audio.bufferDurationSecs*SDL.audio.numSimultaneouslyQueuedBuffers) return;
// Ask SDL audio data from the user code.
{{{ makeDynCall('vppi', 'SDL.audio.callback') }}}(SDL.audio.userdata, SDL.audio.buffer, SDL.audio.bufferSize);
// And queue it to be played after the currently playing audio stream.
SDL.audio.pushAudio(SDL.audio.buffer, SDL.audio.bufferSize);
}
}
#if ASYNCIFY
var sleepCallback = () => {
SDL.audio?.queueNewAudioData?.();
};
Asyncify.sleepCallbacks.push(sleepCallback);
SDL.audio.callbackRemover = () => {
Asyncify.sleepCallbacks = Asyncify.sleepCallbacks.filter((callback) => callback !== sleepCallback);
}
#endif
// Create a callback function that will be routinely called to ask more audio data from the user application.
SDL.audio.caller = () => {
if (!SDL.audio) return;
--SDL.audio.numAudioTimersPending;
SDL.audio.queueNewAudioData();
// Queue this callback function to be called again later to pull more audio data.
var secsUntilNextPlayStart = SDL.audio.nextPlayTime - SDL.audioContext['currentTime'];
// Queue the next audio frame push to be performed half-way when the previously queued buffer has finished playing.
var preemptBufferFeedSecs = SDL.audio.bufferDurationSecs/2.0;
if (SDL.audio.numAudioTimersPending < SDL.audio.numSimultaneouslyQueuedBuffers) {
++SDL.audio.numAudioTimersPending;
SDL.audio.timer = safeSetTimeout(SDL.audio.caller, Math.max(0.0, 1000.0*(secsUntilNextPlayStart-preemptBufferFeedSecs)));
// If we are risking starving, immediately queue an extra buffer.
if (SDL.audio.numAudioTimersPending < SDL.audio.numSimultaneouslyQueuedBuffers) {
++SDL.audio.numAudioTimersPending;
safeSetTimeout(SDL.audio.caller, 1.0);
}
}
};
SDL.audio.audioOutput = new Audio();
// Initialize Web Audio API if we haven't done so yet. Note: Only initialize Web Audio context ever once on the web page,
// since initializing multiple times fails on Chrome saying 'audio resources have been exhausted'.
SDL.openAudioContext();
if (!SDL.audioContext) throw 'Web Audio API is not available!';
autoResumeAudioContext(SDL.audioContext);
SDL.audio.nextPlayTime = 0; // Time in seconds when the next audio block is due to start.
// The pushAudio function with a new audio buffer whenever there is new
// audio data to schedule to be played back on the device.
SDL.audio.pushAudio = (ptr, sizeBytes) => {
try {
if (SDL.audio.paused) return;
var sizeSamples = sizeBytes / SDL.audio.bytesPerSample; // How many samples fit in the callback buffer?
var sizeSamplesPerChannel = sizeSamples / SDL.audio.channels; // How many samples per a single channel fit in the cb buffer?
if (sizeSamplesPerChannel != SDL.audio.samples) {
throw 'Received mismatching audio buffer size!';
}
// Allocate new sound buffer to be played.
var source = SDL.audioContext['createBufferSource']();
var soundBuffer = SDL.audioContext['createBuffer'](SDL.audio.channels,sizeSamplesPerChannel,SDL.audio.freq);
source['connect'](SDL.audioContext['destination']);
SDL.fillWebAudioBufferFromHeap(ptr, sizeSamplesPerChannel, soundBuffer);
// Workaround https://bugzilla.mozilla.org/show_bug.cgi?id=883675 by setting the buffer only after filling. The order is important here!
source['buffer'] = soundBuffer;
// Schedule the generated sample buffer to be played out at the correct time right after the previously scheduled
// sample buffer has finished.
var curtime = SDL.audioContext['currentTime'];
#if ASSERTIONS
if (curtime > SDL.audio.nextPlayTime && SDL.audio.nextPlayTime != 0) {
err(`warning: Audio callback had starved sending audio by ${curtime - SDL.audio.nextPlayTime} seconds`);
}
#endif
// Don't ever start buffer playbacks earlier from current time than a given constant 'SDL.audio.bufferingDelay', since a browser
// may not be able to mix that audio clip in immediately, and there may be subsequent jitter that might cause the stream to starve.
var playtime = Math.max(curtime + SDL.audio.bufferingDelay, SDL.audio.nextPlayTime);
if (typeof source['start'] != 'undefined') {
source['start'](playtime); // New Web Audio API: sound sources are started with a .start() call.
} else if (typeof source['noteOn'] != 'undefined') {
source['noteOn'](playtime); // Support old Web Audio API specification which had the .noteOn() API.
}
/*
// Uncomment to debug SDL buffer feed starves.
if (SDL.audio.curBufferEnd) {
var thisBufferStart = Math.round(playtime * SDL.audio.freq);
if (thisBufferStart != SDL.audio.curBufferEnd) out('SDL starved ' + (thisBufferStart - SDL.audio.curBufferEnd) + ' samples!');
}
SDL.audio.curBufferEnd = Math.round(playtime * SDL.audio.freq + sizeSamplesPerChannel);
*/
SDL.audio.nextPlayTime = playtime + SDL.audio.bufferDurationSecs;
} catch(e) {
err(`Web Audio API error playing back audio: ${e.toString()}`);
}
}
if (obtained) {
// Report back the initialized audio parameters.
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.freq, 'SDL.audio.freq', 'i32') }}};
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.format, 'SDL.audio.format', 'i16') }}};
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.channels, 'SDL.audio.channels', 'i8') }}};
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.silence, 'SDL.audio.silence', 'i8') }}};
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.samples, 'SDL.audio.samples', 'i16') }}};
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.callback, 'SDL.audio.callback', '*') }}};
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.userdata, 'SDL.audio.userdata', '*') }}};
}
SDL.allocateChannels(32);
} catch(e) {
err(`Initializing SDL audio threw an exception: "${e.toString()}"! Continuing without audio`);
SDL.audio = null;
SDL.allocateChannels(0);
if (obtained) {
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.freq, 0, 'i32') }}};
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.format, 0, 'i16') }}};
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.channels, 0, 'i8') }}};
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.silence, 0, 'i8') }}};
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.samples, 0, 'i16') }}};
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.callback, 0, '*') }}};
{{{ makeSetValue('obtained', C_STRUCTS.SDL_AudioSpec.userdata, 0, '*') }}};
}
}
if (!SDL.audio) {
return -1;
}
return 0;
},
SDL_PauseAudio__proxy: 'sync',
SDL_PauseAudio__deps: ['$safeSetTimeout'],
SDL_PauseAudio: (pauseOn) => {
if (!SDL.audio) {
return;
}
if (pauseOn) {
if (SDL.audio.timer !== undefined) {
clearTimeout(SDL.audio.timer);
SDL.audio.numAudioTimersPending = 0;
SDL.audio.timer = undefined;
}
} else if (!SDL.audio.timer) {
// Start the audio playback timer callback loop.
SDL.audio.numAudioTimersPending = 1;
SDL.audio.timer = safeSetTimeout(SDL.audio.caller, 1);
}
SDL.audio.paused = pauseOn;
},
SDL_CloseAudio__deps: ['SDL_PauseAudio'],
SDL_CloseAudio__proxy: 'sync',
SDL_CloseAudio: () => {
if (SDL.audio) {
if (SDL.audio.callbackRemover) {
SDL.audio.callbackRemover();
SDL.audio.callbackRemover = null;
}
_SDL_PauseAudio(1);
_free(SDL.audio.buffer);
SDL.audio = null;
SDL.allocateChannels(0);
}
},
SDL_LockAudio: () => {},
SDL_UnlockAudio: () => {},
SDL_CreateMutex: () => 0,
SDL_mutexP: (mutex) => 0,
SDL_mutexV: (mutex) => 0,
SDL_DestroyMutex: (mutex) => {},
SDL_CreateCond: () => 0,
SDL_CondSignal: (cond) => {},
SDL_CondWait: (cond, mutex) => {},
SDL_DestroyCond: (cond) => {},
SDL_StartTextInput__proxy: 'sync',
SDL_StartTextInput: () => {
SDL.textInput = true;
},
SDL_StopTextInput__proxy: 'sync',
SDL_StopTextInput: () => {
SDL.textInput = false;
},
// SDL Mixer
Mix_Init: (flags) => {
if (!flags) return 0;
return 8; /* MIX_INIT_OGG */
},
Mix_Quit: () => {},
Mix_OpenAudio__deps: ['$autoResumeAudioContext'],
Mix_OpenAudio__proxy: 'sync',
Mix_OpenAudio: (frequency, format, channels, chunksize) => {
SDL.openAudioContext();
autoResumeAudioContext(SDL.audioContext);
SDL.allocateChannels(32);
// Just record the values for a later call to Mix_QuickLoad_RAW
SDL.mixerFrequency = frequency;
SDL.mixerFormat = format;
SDL.mixerNumChannels = channels;
SDL.mixerChunkSize = chunksize;
return 0;
},
Mix_CloseAudio: 'SDL_CloseAudio',
Mix_AllocateChannels__proxy: 'sync',
Mix_AllocateChannels: (num) => {
SDL.allocateChannels(num);
return num;
},
Mix_ChannelFinished__proxy: 'sync',
Mix_ChannelFinished: (func) => {
SDL.channelFinished = func;
},
Mix_Volume__proxy: 'sync',
Mix_Volume: (channel, volume) => {
if (channel == -1) {
for (var i = 0; i < SDL.numChannels-1; i++) {
_Mix_Volume(i, volume);
}
return _Mix_Volume(SDL.numChannels-1, volume);
}
return SDL.setGetVolume(SDL.channels[channel], volume);
},
// Note: Mix_SetPanning requires WebAudio (file loaded from memory).
Mix_SetPanning__proxy: 'sync',
Mix_SetPanning: (channel, left, right) => {
// SDL API uses [0-255], while PannerNode has an (x, y, z) position.
// Normalizing.
left /= 255;
right /= 255;
// Set the z coordinate a little forward, otherwise there won't be any
// smooth transition between left and right.
SDL.setPannerPosition(SDL.channels[channel], right - left, 0, 0.1);
return 1;
},
Mix_LoadWAV_RW__deps: [
'$FS',
'$PATH_FS',
'fileno',
],
Mix_LoadWAV_RW__proxy: 'sync',
Mix_LoadWAV_RW__docs: '/** @param {number} freesrc */',
Mix_LoadWAV_RW: (rwopsID, freesrc) => {
var rwops = SDL.rwops[rwopsID];
#if USE_SDL == 2
if (rwops === undefined) {
var type = {{{ makeGetValue('rwopsID', C_STRUCTS.SDL_RWops.type, 'i32') }}};
if (type === 2/*SDL_RWOPS_STDFILE*/) {
var fp = {{{ makeGetValue('rwopsID', C_STRUCTS.SDL_RWops.hidden.stdio.fp, 'i32') }}};
var fd = _fileno(fp);
var stream = FS.getStream(fd);
if (stream) {
rwops = { filename: stream.path };
}
} else if (type === 4/*SDL_RWOPS_MEMORY*/ || type === 5/*SDL_RWOPS_MEMORY_RO*/) {
var base = {{{ makeGetValue('rwopsID', C_STRUCTS.SDL_RWops.hidden.mem.base, 'i32') }}};
var stop = {{{ makeGetValue('rwopsID', C_STRUCTS.SDL_RWops.hidden.mem.stop, 'i32') }}};
rwops = { bytes: base, count: stop - base };
}
}
#endif
if (rwops === undefined)
return 0;
var filename = '';
var audio;
var webAudio;
var bytes;
if (rwops.filename !== undefined) {
filename = PATH_FS.resolve(rwops.filename);
var raw = Browser.preloadedAudios[filename];
if (!raw) {
if (raw === null) err('Trying to reuse preloaded audio, but freePreloadedMediaOnUse is set!');
if (!Module['noAudioDecoding']) warnOnce('Cannot find preloaded audio ' + filename);
// see if we can read the file-contents from the in-memory FS
try {
bytes = FS.readFile(filename);
} catch (e) {
err(`Couldn't find file for: ${filename}`);
return 0;
}
}
if (Module['freePreloadedMediaOnUse']) {
Browser.preloadedAudios[filename] = null;
}
audio = raw;
} else if (rwops.bytes !== undefined) {
// For Web Audio context buffer decoding, we must make a clone of the
// audio data, but for <media> element, a view to existing data is
// sufficient.
if (SDL.webAudioAvailable()) {
bytes = HEAPU8.buffer.slice(rwops.bytes, rwops.bytes + rwops.count);
} else {
bytes = HEAPU8.subarray(rwops.bytes, rwops.bytes + rwops.count);
}
} else {
return 0;
}
var arrayBuffer = bytes ? bytes.buffer || bytes : bytes;
// To allow user code to work around browser bugs with audio playback on <audio> elements an Web Audio, enable
// the user code to hook in a callback to decide on a file basis whether each file should use Web Audio or <audio> for decoding and playback.
// In particular, see https://bugzilla.mozilla.org/show_bug.cgi?id=654787 and ?id=1012801 for tradeoffs.
var canPlayWithWebAudio = Module['SDL_canPlayWithWebAudio'] === undefined || Module['SDL_canPlayWithWebAudio'](filename, arrayBuffer);
if (bytes !== undefined && SDL.webAudioAvailable() && canPlayWithWebAudio) {
audio = undefined;
webAudio = {
// The audio decoding process is asynchronous, which gives trouble if user
// code plays the audio data back immediately after loading. Therefore
// prepare an array of callback handlers to run when this audio decoding
// is complete, which will then start the playback (with some delay).
onDecodeComplete: [], // While this member array exists, decoding hasn't finished yet.
}
SDL.audioContext['decodeAudioData'](arrayBuffer, (data) => {
webAudio.decodedBuffer = data;
// Call all handlers that were waiting for this decode to finish, and
// clear the handler list.
webAudio.onDecodeComplete.forEach((e) => e());
// Don't allow more callback handlers since audio has finished decoding.
delete webAudio.onDecodeComplete;
});
} else if (audio === undefined && bytes) {
// Here, we didn't find a preloaded audio but we either were passed a
// filepath for which we loaded bytes, or we were passed some bytes
var blob = new Blob([bytes], {type: rwops.mimetype});
var url = URL.createObjectURL(blob);
audio = new Audio();
audio.src = url;
audio.mozAudioChannelType = 'content'; // bugzilla 910340
}
var id = SDL.audios.length;
// Keep the loaded audio in the audio arrays, ready for playback
SDL.audios.push({
source: filename,
audio, // Points to the <audio> element, if loaded
webAudio // Points to a Web Audio -specific resource object, if loaded
});
return id;
},
Mix_LoadWAV__deps: ['Mix_LoadWAV_RW', 'SDL_RWFromFile', 'SDL_FreeRW'],
Mix_LoadWAV__proxy: 'sync',
Mix_LoadWAV: (filename) => {
var rwops = _SDL_RWFromFile(filename, 0);
var result = _Mix_LoadWAV_RW(rwops, 0);
_SDL_FreeRW(rwops);
return result;
},
Mix_QuickLoad_RAW__proxy: 'sync',
Mix_QuickLoad_RAW: (mem, len) => {
var audio;
var webAudio;
var numSamples = len >> 1; // len is the length in bytes, and the array contains 16-bit PCM values
var buffer = new Float32Array(numSamples);
for (var i = 0; i < numSamples; ++i) {
buffer[i] = ({{{ makeGetValue('mem', 'i*2', 'i16') }}}) / 0x8000; // hardcoded 16-bit audio, signed (TODO: reSign if not ta2?)
}
if (SDL.webAudioAvailable()) {
webAudio = { decodedBuffer: buffer };
} else {
audio = new Audio();
audio.mozAudioChannelType = 'content'; // bugzilla 910340
// Record the number of channels and frequency for later usage
audio.numChannels = SDL.mixerNumChannels;
audio.frequency = SDL.mixerFrequency;
// FIXME: doesn't make sense to keep the audio element in the buffer
}
var id = SDL.audios.length;
SDL.audios.push({
source: '',
audio,
webAudio,
buffer
});
return id;
},
Mix_FreeChunk__proxy: 'sync',
Mix_FreeChunk: (id) => {
SDL.audios[id] = null;
},
Mix_ReserveChannels__proxy: 'sync',
Mix_ReserveChannels: (num) => {
SDL.channelMinimumNumber = num;
},
Mix_PlayChannelTimed__deps: ['Mix_HaltChannel'],
Mix_PlayChannelTimed__proxy: 'sync',
Mix_PlayChannelTimed: (channel, id, loops, ticks) => {
// TODO: handle fixed amount of N loops. Currently loops either 0 or infinite times.
assert(ticks == -1);
// Get the audio element associated with the ID
var info = SDL.audios[id];
if (!info) return -1;
if (!info.audio && !info.webAudio) return -1;
// If the user asks us to allocate a channel automatically, get the first
// free one.
if (channel == -1) {
for (var i = SDL.channelMinimumNumber; i < SDL.numChannels; i++) {
if (!SDL.channels[i].audio) {
channel = i;
break;
}
}
if (channel == -1) {
err(`All ${SDL.numChannels} channels in use!`);
return -1;
}
}
var channelInfo = SDL.channels[channel];
var audio;
if (info.webAudio) {
// Create an instance of the WebAudio object.
// Make our instance look similar to the instance of a <media> to make api simple.
audio = {
resource: info, // This new object is an instance that refers to this existing resource.
paused: false,
currentPosition: 0,
play() { SDL.playWebAudio(this); },
pause() { SDL.pauseWebAudio(this); },
};
} else {
// We clone the audio node to utilize the preloaded audio buffer, since
// the browser has already preloaded the audio file.
audio = info.audio.cloneNode(true);
audio.numChannels = info.audio.numChannels;
audio.frequency = info.audio.frequency;
}
audio['onended'] = function() { // TODO: cache these
if (channelInfo.audio === this || channelInfo.audio.webAudioNode === this) {
channelInfo.audio.paused = true; channelInfo.audio = null;
}
if (SDL.channelFinished) {{{ makeDynCall('vi', 'SDL.channelFinished') }}}(channel);
}
if (channelInfo.audio) {
_Mix_HaltChannel(channel);
}
channelInfo.audio = audio;
// TODO: handle N loops. Behavior matches Mix_PlayMusic
audio.loop = loops != 0;
audio.volume = channelInfo.volume;
audio.play();
return channel;
},
Mix_FadingChannel: (channel) => 0, // MIX_NO_FADING, TODO
Mix_HaltChannel__proxy: 'sync',
Mix_HaltChannel: (channel) => {
function halt(channel) {
var info = /** @type {{ audio: HTMLMediaElement }} */ (SDL.channels[channel]);
if (info.audio) {
info.audio.pause();
info.audio = null;
}
if (SDL.channelFinished) {
{{{ makeDynCall('vi', 'SDL.channelFinished') }}}(channel);
}
}
if (channel != -1) {
halt(channel);
} else {
for (var i = 0; i < SDL.channels.length; ++i) halt(i);
}
return 0;
},
Mix_HookMusicFinished__deps: ['Mix_HaltMusic'],
Mix_HookMusicFinished__proxy: 'sync',
Mix_HookMusicFinished: (func) => {
SDL.hookMusicFinished = func;
if (SDL.music.audio) { // ensure the callback will be called, if a music is already playing
SDL.music.audio['onended'] = _Mix_HaltMusic;
}
},
Mix_VolumeMusic__proxy: 'sync',
Mix_VolumeMusic: (volume) => SDL.setGetVolume(SDL.music, volume),
Mix_LoadMUS_RW__deps: ['Mix_LoadWAV_RW'],
Mix_LoadMUS_RW: (filename) => _Mix_LoadWAV_RW(filename, 0),
Mix_LoadMUS__deps: ['Mix_LoadMUS_RW', 'SDL_RWFromFile', 'SDL_FreeRW'],
Mix_LoadMUS__proxy: 'sync',
Mix_LoadMUS: (filename) => {
var rwops = _SDL_RWFromFile(filename, 0);
var result = _Mix_LoadMUS_RW(rwops);
_SDL_FreeRW(rwops);
return result;
},
Mix_FreeMusic: 'Mix_FreeChunk',
Mix_PlayMusic__deps: ['Mix_HaltMusic'],
Mix_PlayMusic__proxy: 'sync',
Mix_PlayMusic: (id, loops) => {
// Pause old music if it exists.
if (SDL.music.audio) {
if (!SDL.music.audio.paused) err(`Music is already playing. ${SDL.music.source}`);
SDL.music.audio.pause();
}
var info = SDL.audios[id];
var audio;
if (info.webAudio) { // Play via Web Audio API
// Create an instance of the WebAudio object.
audio = {
resource: info, // This new webAudio object is an instance that refers to this existing resource.
paused: false,
currentPosition: 0,
play() { SDL.playWebAudio(this); },
pause() { SDL.pauseWebAudio(this); },
};
} else if (info.audio) { // Play via the <audio> element
audio = info.audio;
}
audio['onended'] = function() {
if (SDL.music.audio === this || SDL.music.audio?.webAudioNode === this) {
_Mix_HaltMusic(); // will send callback
}
}
audio.loop = loops != 0 && loops != 1; // TODO: handle N loops for finite N
audio.volume = SDL.music.volume;
SDL.music.audio = audio;
audio.play();
return 0;
},
Mix_PauseMusic__proxy: 'sync',
Mix_PauseMusic: () => {
var audio = /** @type {HTMLMediaElement} */ (SDL.music.audio);
audio?.pause();
},
Mix_ResumeMusic__proxy: 'sync',
Mix_ResumeMusic: () => {
var audio = SDL.music.audio;
audio?.play();
},
Mix_HaltMusic__proxy: 'sync',
Mix_HaltMusic: () => {
var audio = /** @type {HTMLMediaElement} */ (SDL.music.audio);
if (audio) {
audio.src = audio.src; // rewind <media> element
audio.currentPosition = 0; // rewind Web Audio graph playback.
audio.pause();
}
SDL.music.audio = null;
if (SDL.hookMusicFinished) {
{{{ makeDynCall('v', 'SDL.hookMusicFinished') }}}();
}
return 0;
},
Mix_FadeInMusicPos: 'Mix_PlayMusic', // XXX ignore fading in effect
Mix_FadeOutMusic: 'Mix_HaltMusic', // XXX ignore fading out effect
Mix_PlayingMusic__proxy: 'sync',
Mix_PlayingMusic: () => (SDL.music.audio && !SDL.music.audio.paused),
// http://www.libsdl.org/projects/SDL_mixer/docs/SDL_mixer_38.html#SEC38
// "Note: Does not check if the channel has been paused."
Mix_Playing__proxy: 'sync',
Mix_Playing: (channel) => {
if (channel === -1) {
var count = 0;
for (var i = 0; i < SDL.channels.length; i++) {
count += _Mix_Playing(i);
}
return count;
}
var info = SDL.channels[channel];
if (info?.audio && !info.audio.paused) {
return 1;
}
return 0;
},
Mix_Pause__proxy: 'sync',
Mix_Pause: (channel) => {
if (channel === -1) {
for (var i = 0; i<SDL.channels.length;i++) {
_Mix_Pause(i);
}
return;
}
/** @type {{ audio: HTMLMediaElement }} */
var info = SDL.channels[channel];
if (info?.audio) {
info.audio.pause();
} else {
//err(`Mix_Pause: no sound found for channel: ${channel}`);
}
},
// http://www.libsdl.org/projects/SDL_mixer/docs/SDL_mixer_39.html#SEC39
Mix_Paused__proxy: 'sync',
Mix_Paused: (channel) => {
if (channel === -1) {
var pausedCount = 0;
for (var i = 0; i<SDL.channels.length;i++) {
pausedCount += _Mix_Paused(i);
}
return pausedCount;
}
var info = SDL.channels[channel];
return info?.audio?.paused ? 1 : 0;
},
Mix_PausedMusic__proxy: 'sync',
Mix_PausedMusic: () => SDL.music.audio?.paused ? 1 : 0,
// http://www.libsdl.org/projects/SDL_mixer/docs/SDL_mixer_33.html#SEC33
Mix_Resume__proxy: 'sync',
Mix_Resume: (channel) => {
if (channel === -1) {
for (var i = 0; i<SDL.channels.length;i++) {
_Mix_Resume(i);
}
return;
}
var info = SDL.channels[channel];
if (info?.audio) info.audio.play();
},
// SDL TTF
TTF_Init__proxy: 'sync',
TTF_Init: () => {
// OffscreenCanvas 2D is faster than Canvas for text operations, so we use
// it if it's available.
try {
var offscreenCanvas = new OffscreenCanvas(0, 0);
SDL.ttfContext = offscreenCanvas.getContext('2d');
// Firefox support for OffscreenCanvas is still experimental, and it seems
// like CI might be creating a context here but one that is not entirely
// valid. Check that explicitly and fall back to a plain Canvas if we need
// to. See https://github.com/emscripten-core/emscripten/issues/16242
if (typeof SDL.ttfContext.measureText != 'function') {
throw 'bad context';
}
} catch (ex) {
var canvas = /** @type {HTMLCanvasElement} */(document.createElement('canvas'));
SDL.ttfContext = canvas.getContext('2d');
}
#if ASSERTIONS
// Check the final context looks valid. See
// https://github.com/emscripten-core/emscripten/issues/16242
assert(typeof SDL.ttfContext.measureText == 'function',
'context ' + SDL.ttfContext + 'must provide valid methods');
#endif
return 0;
},
TTF_OpenFont__proxy: 'sync',
TTF_OpenFont: (name, size) => {
name = PATH.normalize(UTF8ToString(name));
var id = SDL.fonts.length;
SDL.fonts.push({
name, // but we don't actually do anything with it..
size
});
return id;
},
TTF_CloseFont__proxy: 'sync',
TTF_CloseFont: (font) => {
SDL.fonts[font] = null;
},
TTF_RenderText_Solid__proxy: 'sync',
TTF_RenderText_Solid: (font, text, color) => {
// XXX the font and color are ignored
text = UTF8ToString(text) || ' '; // if given an empty string, still return a valid surface
var fontData = SDL.fonts[font];
var w = SDL.estimateTextWidth(fontData, text);
var h = fontData.size;
color = SDL.loadColorToCSSRGB(color); // XXX alpha breaks fonts?
var fontString = SDL.makeFontString(h, fontData.name);
var surf = SDL.makeSurface(w, h, 0, false, 'text:' + text); // bogus numbers..
var surfData = SDL.surfaces[surf];
surfData.ctx.save();
surfData.ctx.fillStyle = color;
surfData.ctx.font = fontString;
// use bottom alignment, because it works
// same in all browsers, more info here:
// https://bugzilla.mozilla.org/show_bug.cgi?id=737852
surfData.ctx.textBaseline = 'bottom';
surfData.ctx.fillText(text, 0, h|0);
surfData.ctx.restore();
return surf;
},
TTF_RenderText_Blended: 'TTF_RenderText_Solid', // XXX ignore blending vs. solid
TTF_RenderText_Shaded: 'TTF_RenderText_Solid', // XXX ignore blending vs. solid
TTF_RenderUTF8_Solid: 'TTF_RenderText_Solid',
TTF_SizeUTF8: 'TTF_SizeText',
TTF_SizeText__proxy: 'sync',
TTF_SizeText: (font, text, w, h) => {
var fontData = SDL.fonts[font];
if (w) {
{{{ makeSetValue('w', 0, 'SDL.estimateTextWidth(fontData, UTF8ToString(text))', 'i32') }}};
}
if (h) {
{{{ makeSetValue('h', 0, 'fontData.size', 'i32') }}};
}
return 0;
},
TTF_GlyphMetrics__proxy: 'sync',
TTF_GlyphMetrics: (font, ch, minx, maxx, miny, maxy, advance) => {
var fontData = SDL.fonts[font];
var width = SDL.estimateTextWidth(fontData, String.fromCharCode(ch));
if (advance) {
{{{ makeSetValue('advance', 0, 'width', 'i32') }}};
}
if (minx) {
{{{ makeSetValue('minx', 0, '0', 'i32') }}};
}
if (maxx) {
{{{ makeSetValue('maxx', 0, 'width', 'i32') }}};
}
if (miny) {
{{{ makeSetValue('miny', 0, '0', 'i32') }}};
}
if (maxy) {
{{{ makeSetValue('maxy', 0, 'fontData.size', 'i32') }}};
}
},
TTF_FontAscent__proxy: 'sync',
TTF_FontAscent: (font) => {
var fontData = SDL.fonts[font];
return (fontData.size*0.98)|0; // XXX
},
TTF_FontDescent__proxy: 'sync',
TTF_FontDescent: (font) => {
var fontData = SDL.fonts[font];
return (fontData.size*0.02)|0; // XXX
},
TTF_FontHeight__proxy: 'sync',
TTF_FontHeight: (font) => {
var fontData = SDL.fonts[font];
return fontData.size;
},
TTF_FontLineSkip: 'TTF_FontHeight', // XXX
TTF_Quit: () => out('TTF_Quit called (and ignored)'),
// SDL gfx
$SDL_gfx: {
drawRectangle: (surf, x1, y1, x2, y2, action, cssColor) => {
x1 = x1 << 16 >> 16;
y1 = y1 << 16 >> 16;
x2 = x2 << 16 >> 16;
y2 = y2 << 16 >> 16;
var surfData = SDL.surfaces[surf];
assert(!surfData.locked); // but we could unlock and re-lock if we must..
// TODO: if ctx does not change, leave as is, and also do not re-set xStyle etc.
var x = x1 < x2 ? x1 : x2;
var y = y1 < y2 ? y1 : y2;
var w = Math.abs(x2 - x1);
var h = Math.abs(y2 - y1);
surfData.ctx.save();
surfData.ctx[action + 'Style'] = cssColor;
surfData.ctx[action + 'Rect'](x, y, w, h);
surfData.ctx.restore();
},
drawLine: (surf, x1, y1, x2, y2, cssColor) => {
x1 = x1 << 16 >> 16;
y1 = y1 << 16 >> 16;
x2 = x2 << 16 >> 16;
y2 = y2 << 16 >> 16;
var surfData = SDL.surfaces[surf];
assert(!surfData.locked); // but we could unlock and re-lock if we must..
surfData.ctx.save();
surfData.ctx.strokeStyle = cssColor;
surfData.ctx.beginPath();
surfData.ctx.moveTo(x1, y1);
surfData.ctx.lineTo(x2, y2);
surfData.ctx.stroke();
surfData.ctx.restore();
},
// See http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas
drawEllipse: (surf, x, y, rx, ry, action, cssColor) => {
x = x << 16 >> 16;
y = y << 16 >> 16;
rx = rx << 16 >> 16;
ry = ry << 16 >> 16;
var surfData = SDL.surfaces[surf];
assert(!surfData.locked); // but we could unlock and re-lock if we must..
surfData.ctx.save();
surfData.ctx.beginPath();
surfData.ctx.translate(x, y);
surfData.ctx.scale(rx, ry);
surfData.ctx.arc(0, 0, 1, 0, 2 * Math.PI);
surfData.ctx.restore();
surfData.ctx.save();
surfData.ctx[action + 'Style'] = cssColor;
surfData.ctx[action]();
surfData.ctx.restore();
},
// the gfx library uses something different from the rest of SDL...
translateColorToCSSRGBA: (rgba) => `rgba(${rgba>>>24},${rgba>>16 & 0xff},${rgba>>8 & 0xff},${rgba&0xff})`,
},
boxColor__deps: ['$SDL_gfx'],
boxColor: (surf, x1, y1, x2, y2, color) =>
SDL_gfx.drawRectangle(surf, x1, y1, x2, y2, 'fill', SDL_gfx.translateColorToCSSRGBA(color)),
boxRGBA__deps: ['$SDL_gfx'],
boxRGBA: (surf, x1, y1, x2, y2, r, g, b, a) =>
SDL_gfx.drawRectangle(surf, x1, y1, x2, y2, 'fill', SDL.translateRGBAToCSSRGBA(r, g, b, a)),
rectangleColor__deps: ['$SDL_gfx'],
rectangleColor: (surf, x1, y1, x2, y2, color) =>
SDL_gfx.drawRectangle(surf, x1, y1, x2, y2, 'stroke', SDL_gfx.translateColorToCSSRGBA(color)),
rectangleRGBA__deps: ['$SDL_gfx'],
rectangleRGBA: (surf, x1, y1, x2, y2, r, g, b, a) =>
SDL_gfx.drawRectangle(surf, x1, y1, x2, y2, 'stroke', SDL.translateRGBAToCSSRGBA(r, g, b, a)),
ellipseColor__deps: ['$SDL_gfx'],
ellipseColor: (surf, x, y, rx, ry, color) =>
SDL_gfx.drawEllipse(surf, x, y, rx, ry, 'stroke', SDL_gfx.translateColorToCSSRGBA(color)),
ellipseRGBA__deps: ['$SDL_gfx'],
ellipseRGBA: (surf, x, y, rx, ry, r, g, b, a) =>
SDL_gfx.drawEllipse(surf, x, y, rx, ry, 'stroke', SDL.translateRGBAToCSSRGBA(r, g, b, a)),
filledEllipseColor__deps: ['$SDL_gfx'],
filledEllipseColor: (surf, x, y, rx, ry, color) =>
SDL_gfx.drawEllipse(surf, x, y, rx, ry, 'fill', SDL_gfx.translateColorToCSSRGBA(color)),
filledEllipseRGBA__deps: ['$SDL_gfx'],
filledEllipseRGBA: (surf, x, y, rx, ry, r, g, b, a) =>
SDL_gfx.drawEllipse(surf, x, y, rx, ry, 'fill', SDL.translateRGBAToCSSRGBA(r, g, b, a)),
lineColor__deps: ['$SDL_gfx'],
lineColor: (surf, x1, y1, x2, y2, color) =>
SDL_gfx.drawLine(surf, x1, y1, x2, y2, SDL_gfx.translateColorToCSSRGBA(color)),
lineRGBA__deps: ['$SDL_gfx'],
lineRGBA: (surf, x1, y1, x2, y2, r, g, b, a) =>
SDL_gfx.drawLine(surf, x1, y1, x2, y2, SDL.translateRGBAToCSSRGBA(r, g, b, a)),
pixelRGBA__deps: ['boxRGBA'],
// This cannot be fast, to render many pixels this way!
pixelRGBA: (surf, x1, y1, r, g, b, a) => _boxRGBA(surf, x1, y1, x1, y1, r, g, b, a),
// GL
SDL_GL_SetAttribute__proxy: 'sync',
SDL_GL_SetAttribute: (attr, value) => {
if (!(attr in SDL.glAttributes)) {
abort('Unknown SDL GL attribute (' + attr + '). Please check if your SDL version is supported.');
}
SDL.glAttributes[attr] = value;
},
SDL_GL_GetAttribute__proxy: 'sync',
SDL_GL_GetAttribute: (attr, value) => {
if (!(attr in SDL.glAttributes)) {
abort('Unknown SDL GL attribute (' + attr + '). Please check if your SDL version is supported.');
}
if (value) {{{ makeSetValue('value', 0, 'SDL.glAttributes[attr]', 'i32') }}};
return 0;
},
SDL_GL_SwapBuffers__proxy: 'sync',
// in workers, this is used to send out a buffered frame
SDL_GL_SwapBuffers: () => Browser.doSwapBuffers?.(),
// SDL 2
SDL_GL_ExtensionSupported__proxy: 'sync',
SDL_GL_ExtensionSupported__deps: ['$GLctx', '$UTF8ToString'],
SDL_GL_ExtensionSupported: (extension) => GLctx?.getExtension(UTF8ToString(extension)) ? 1 : 0,
SDL_DestroyWindow: (window) => {},
SDL_DestroyRenderer: (renderer) => {},
SDL_GetWindowFlags__proxy: 'sync',
SDL_GetWindowFlags: (window) => {
if (Browser.isFullscreen) {
return 1;
}
return 0;
},
SDL_GL_SwapWindow: (window) => {},
SDL_GL_MakeCurrent: (window, context) => {},
SDL_GL_DeleteContext: (context) => {},
SDL_GL_GetSwapInterval__proxy: 'sync',
SDL_GL_GetSwapInterval: () => {
if (MainLoop.timingMode == {{{ cDefs.EM_TIMING_RAF }}}) {
return MainLoop.timingValue;
} else {
return 0;
}
},
SDL_GL_SetSwapInterval__deps: ['emscripten_set_main_loop_timing'],
SDL_GL_SetSwapInterval: (state) => _emscripten_set_main_loop_timing({{{ cDefs.EM_TIMING_RAF }}}, state),
SDL_SetWindowTitle__proxy: 'sync',
SDL_SetWindowTitle: (window, title) => {
if (title) document.title = UTF8ToString(title);
},
SDL_GetWindowSize__proxy: 'sync',
SDL_GetWindowSize: (window, width, height) => {
var canvas = Browser.getCanvas();
if (width) {{{ makeSetValue('width', 0, 'canvas.width', 'i32') }}};
if (height) {{{ makeSetValue('height', 0, 'canvas.height', 'i32') }}};
},
SDL_LogSetOutputFunction: (callback, userdata) => {},
SDL_SetWindowFullscreen__proxy: 'sync',
SDL_SetWindowFullscreen: (window, fullscreen) => {
if (Browser.isFullscreen) {
Browser.getCanvas().exitFullscreen();
return 1;
}
return 0;
},
SDL_ClearError: () => {},
// TODO
SDL_SetGamma: (r, g, b) => -1,
SDL_SetGammaRamp: (redTable, greenTable, blueTable) => -1,
// Joysticks
SDL_NumJoysticks__proxy: 'sync',
SDL_NumJoysticks: () => {
var count = 0;
var gamepads = SDL.getGamepads();
// The length is not the number of gamepads; check which ones are defined.
for (var i = 0; i < gamepads.length; i++) {
if (gamepads[i] !== undefined) count++;
}
return count;
},
SDL_JoystickName__proxy: 'sync',
SDL_JoystickName__deps: ['$stringToNewUTF8'],
SDL_JoystickName: (deviceIndex) => {
var gamepad = SDL.getGamepad(deviceIndex);
if (gamepad) {
var name = gamepad.id;
if (SDL.joystickNamePool.hasOwnProperty(name)) {
return SDL.joystickNamePool[name];
}
return SDL.joystickNamePool[name] = stringToNewUTF8(name);
}
return 0;
},
SDL_JoystickOpen__proxy: 'sync',
SDL_JoystickOpen: (deviceIndex) => {
var gamepad = SDL.getGamepad(deviceIndex);
if (gamepad) {
// Use this as a unique 'pointer' for this joystick.
var joystick = deviceIndex+1;
SDL.recordJoystickState(joystick, gamepad);
return joystick;
}
return 0;
},
SDL_JoystickOpened__proxy: 'sync',
SDL_JoystickOpened: (deviceIndex) => SDL.lastJoystickState.hasOwnProperty(deviceIndex+1) ? 1 : 0,
// joystick pointers are simply the deviceIndex+1.
SDL_JoystickIndex: (joystick) => joystick - 1,
SDL_JoystickNumAxes__proxy: 'sync',
SDL_JoystickNumAxes: (joystick) => {
var gamepad = SDL.getGamepad(joystick - 1);
if (gamepad) {
return gamepad.axes.length;
}
return 0;
},
SDL_JoystickNumBalls: (joystick) => 0,
SDL_JoystickNumHats: (joystick) => 0,
SDL_JoystickNumButtons__proxy: 'sync',
SDL_JoystickNumButtons: (joystick) => {
var gamepad = SDL.getGamepad(joystick - 1);
if (gamepad) {
return gamepad.buttons.length;
}
return 0;
},
SDL_JoystickUpdate__proxy: 'sync',
SDL_JoystickUpdate: () => SDL.queryJoysticks(),
SDL_JoystickEventState__proxy: 'sync',
SDL_JoystickEventState: (state) => {
if (state < 0) {
// SDL_QUERY: Return current state.
return SDL.joystickEventState;
}
return SDL.joystickEventState = state;
},
SDL_JoystickGetAxis__proxy: 'sync',
SDL_JoystickGetAxis: (joystick, axis) => {
var gamepad = SDL.getGamepad(joystick - 1);
if (gamepad?.axes.length > axis) {
return SDL.joystickAxisValueConversion(gamepad.axes[axis]);
}
return 0;
},
SDL_JoystickGetHat: (joystick, hat) => 0,
SDL_JoystickGetBall: (joystick, ball, dxptr, dyptr) => -1,
SDL_JoystickGetButton__proxy: 'sync',
SDL_JoystickGetButton: (joystick, button) => {
var gamepad = SDL.getGamepad(joystick - 1);
if (gamepad?.buttons.length > button) {
return SDL.getJoystickButtonState(gamepad.buttons[button]) ? 1 : 0;
}
return 0;
},
SDL_JoystickClose__proxy: 'sync',
SDL_JoystickClose: (joystick) => {
delete SDL.lastJoystickState[joystick];
},
// Misc
SDL_InitSubSystem: (flags) => 0,
SDL_RWFromConstMem__proxy: 'sync',
SDL_RWFromConstMem: (mem, size) => {
var id = SDL.rwops.length; // TODO: recycle ids when they are null
SDL.rwops.push({ bytes: mem, count: size });
return id;
},
SDL_RWFromMem: 'SDL_RWFromConstMem',
SDL_RWFromFile__proxy: 'sync',
SDL_RWFromFile__docs: '/** @param {number} mode */',
SDL_RWFromFile: (_name, mode) => {
var id = SDL.rwops.length; // TODO: recycle ids when they are null
var filename = UTF8ToString(_name);
SDL.rwops.push({ filename, mimetype: Browser.getMimetype(filename) });
return id;
},
SDL_FreeRW__proxy: 'sync',
SDL_FreeRW: (rwopsID) => {
SDL.rwops[rwopsID] = null;
while (SDL.rwops.length > 0 && SDL.rwops[SDL.rwops.length-1] === null) {
SDL.rwops.pop();
}
},
SDL_GetNumAudioDrivers: () => 1,
SDL_GetCurrentAudioDriver__deps: ['$stringToNewUTF8'],
SDL_GetCurrentAudioDriver: () => stringToNewUTF8('Emscripten Audio'),
SDL_GetScancodeFromKey: (key) => SDL.scanCodes[key],
SDL_GetAudioDriver__deps: ['SDL_GetCurrentAudioDriver'],
SDL_GetAudioDriver: (index) => _SDL_GetCurrentAudioDriver(),
SDL_EnableUNICODE__proxy: 'sync',
SDL_EnableUNICODE: (on) => {
var ret = SDL.unicode || 0;
SDL.unicode = on;
return ret;
},
SDL_AddTimer__proxy: 'sync',
SDL_AddTimer__deps: ['$safeSetTimeout'],
SDL_AddTimer: (interval, callback, param) =>
safeSetTimeout(
() => {{{ makeDynCall('iip', 'callback') }}}(interval, param),
interval),
SDL_RemoveTimer__proxy: 'sync',
SDL_RemoveTimer: (id) => {
clearTimeout(id);
return true;
},
// TODO:
SDL_CreateThread: (fs, data, pfnBeginThread, pfnEndThread) => {
throw 'SDL threads cannot be supported in the web platform because they assume shared state. See emscripten_create_worker etc. for a message-passing concurrency model that does let you run code in another thread.'
},
SDL_WaitThread: (thread, status) => { throw 'SDL_WaitThread' },
SDL_GetThreadID: (thread) => { throw 'SDL_GetThreadID' },
SDL_ThreadID: () => 0,
SDL_AllocRW: () => { throw 'SDL_AllocRW: TODO' },
SDL_CondBroadcast: (cond) => { throw 'SDL_CondBroadcast: TODO' },
SDL_CondWaitTimeout: (cond, mutex, ms) => { throw 'SDL_CondWaitTimeout: TODO' },
SDL_WM_IconifyWindow: () => { throw 'SDL_WM_IconifyWindow TODO' },
Mix_SetPostMix: (func, arg) => warnOnce('Mix_SetPostMix: TODO'),
Mix_VolumeChunk: (chunk, volume) => { throw 'Mix_VolumeChunk: TODO' },
Mix_SetPosition: (channel, angle, distance) => { throw 'Mix_SetPosition: TODO' },
Mix_QuerySpec: (frequency, format, channels) => { throw 'Mix_QuerySpec: TODO' },
Mix_FadeInChannelTimed: (channel, chunk, loop, ms, ticks) => { throw 'Mix_FadeInChannelTimed' },
Mix_FadeOutChannel: () => { throw 'Mix_FadeOutChannel' },
Mix_Linked_Version: () => { throw 'Mix_Linked_Version: TODO' },
SDL_SaveBMP_RW: (surface, dst, freedst) => { throw 'SDL_SaveBMP_RW: TODO' },
/* This function would set the application window icon surface, which doesn't apply for web canvases, so a no-op. */
SDL_WM_SetIcon: (icon, mask) => {},
SDL_HasRDTSC: () => 0,
SDL_HasMMX: () => 0,
SDL_HasMMXExt: () => 0,
SDL_Has3DNow: () => 0,
SDL_Has3DNowExt: () => 0,
SDL_HasSSE: () => 0,
SDL_HasSSE2: () => 0,
SDL_HasAltiVec: () => 0
};
autoAddDeps(LibrarySDL, '$SDL');
addToLibrary(LibrarySDL);